<?xml version="1.0"?>
<doc>
    <assembly>
        <name>sts2</name>
    </assembly>
    <members>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaLabel.DisposeCachedParagraph">
            <summary>
            Releases the cached TextParagraph to free text server RIDs at exit.
            Uses Dispose() (not Free()) because TextParagraph is RefCounted.
            Nulled to guard against AdjustFontSize running during Godot's quit frames.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaLabel.SetTextAutoSize(System.String)">
            <summary>
            Unfortunately, there's no way to override the setting of text for a Label. So if you want the text size to
            automatically adjust after being updated during gameplay, you must use this method instead of setting the
            Text property directly.
            </summary>
            <param name="text"></param>
        </member>
        <member name="T:MegaCrit.Sts2.addons.mega_text.MegaLabel.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaLabel.MethodName.DisposeCachedParagraph">
            <summary>
            Cached name for the 'DisposeCachedParagraph' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaLabel.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaLabel.MethodName.RefreshFont">
            <summary>
            Cached name for the 'RefreshFont' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaLabel.MethodName._Notification">
            <summary>
            Cached name for the '_Notification' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaLabel.MethodName.SetTextAutoSize">
            <summary>
            Cached name for the 'SetTextAutoSize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaLabel.MethodName.SetFontSize">
            <summary>
            Cached name for the 'SetFontSize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaLabel.MethodName.AdjustFontSize">
            <summary>
            Cached name for the 'AdjustFontSize' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaLabel.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaLabel.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaLabel.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.addons.mega_text.MegaLabel.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaLabel.PropertyName.AutoSizeEnabled">
            <summary>
            Cached name for the 'AutoSizeEnabled' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaLabel.PropertyName.MinFontSize">
            <summary>
            Cached name for the 'MinFontSize' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaLabel.PropertyName.MaxFontSize">
            <summary>
            Cached name for the 'MaxFontSize' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaLabel.PropertyName._autoSizeEnabled">
            <summary>
            Cached name for the '_autoSizeEnabled' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaLabel.PropertyName._minFontSize">
            <summary>
            Cached name for the '_minFontSize' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaLabel.PropertyName._maxFontSize">
            <summary>
            Cached name for the '_maxFontSize' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaLabel.PropertyName._lastSetSize">
            <summary>
            Cached name for the '_lastSetSize' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaLabel.PropertyName._lastAdjustedSize">
            <summary>
            Cached name for the '_lastAdjustedSize' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaLabel.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaLabel.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaLabel.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaLabel.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaLabel.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.addons.mega_text.MegaLabel.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaLabelHelper.AssertThemeFontOverride(Godot.Control,Godot.StringName)">
             <summary>
             This is the result of a very long investigation into what I believe is ultimately a Godot bug. Here's an
             explanation of the issue for future reference.
            
             MegaLabel uses TextParagraph to auto-size. In order to use this method, MegaLabel must grab the current font
             whenever it auto-sizes. Auto-sizing happens in response to many different events, including when the game is
             quitting (this is caused by how Godot works, it's not intentional).
            
             When we're auto-sizing in response to quitting and we try to grab the current font, if we have no font override
             (meaning the font is just defined in the theme, or nowhere at all), the game beach-balls on macOS. If we do have
             a font override (even if it's the exact same font as in the theme), it works perfectly.
            
             This feels to me like either a reference counting bug, or an issue with the resource serialization lifecycle
             timing. I believe we can fix it with an engine patch, and once we do, we can remove this check. In the meantime
             though, this will keep us from creating a MegaLabel without a font override.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaLabelHelper.ParseBbcode(System.String)">
            <summary>
            This does a crude parsing of BBcode tags and text into a format usable by the EstimateTextSize function.
            The version of EsimateTextSize that takes a string can be used with RichTextLabel.GetParsedText. However, this
            will strip images and ignore their size, which is problematic when we are using energy icons in text.
            If EstimateTextSize is called multiple times, call this only once to minimize performance impact.
            Note that the return value of this is cached! We only expect this to be called once, for the results to be used,
            and then for it to be called again.
            </summary>
            <param name="bbcode">String with bbcode tags.</param>
            <returns>The parsed tags and text from the bbcode string.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaLabelHelper.EstimateTextSize(Godot.TextParagraph,System.Collections.Generic.List{MegaCrit.Sts2.Core.Entities.Text.BbcodeObject},Godot.Font,System.Int32,System.Single,System.Single)">
            <summary>
            Estimates the size of some text with bbcode in it.
            </summary>
            <param name="paragraph">Cached paragraph object that can be reused through multiple calls to this function.</param>
            <param name="objs">The parsed bbcode text obtained from ParseBbcode.</param>
            <param name="font">The font to use.</param>
            <param name="fontSize">The font size to use.</param>
            <param name="maxWidth">The maximum width of a line before wrapping.</param>
            <param name="lineSpacing">The spacing between lines.</param>
            <returns>Estimated size of the text.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaLabelHelper.IsTooBig(Godot.TextParagraph,System.Collections.Generic.List{MegaCrit.Sts2.Core.Entities.Text.BbcodeObject},Godot.Font,System.Int32,System.Single,Godot.Vector2,System.Boolean,System.Boolean)">
            <summary>
            Checks if some text with bbcode in it is too big for the passed size.
            </summary>
            <param name="paragraph">Cached paragraph object that can be reused through multiple calls to this function.</param>
            <param name="objs">The parsed bbcode text obtained from ParseBbcode.</param>
            <param name="font">The font to use.</param>
            <param name="fontSize">The font size to use.</param>
            <param name="lineSpacing">The spacing between lines.</param>
            <param name="rectSize">The size to check against.</param>
            <param name="horizontallyBound">If false, allows the size to be greater than the X size of the rect.</param>
            <param name="verticallyBound">If false, allows the size to be greater than the Y size of the rect.</param>
            <returns>Whether or not the text would overrun rectSize when rendered.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaLabelHelper.EstimateTextSize(Godot.TextParagraph,System.String,Godot.Font,System.Int32,System.Single,System.Single,System.Boolean)">
            <summary>
            Estimates the size of some text.
            Should be called only on text with no bbcode in it.
            </summary>
            <param name="paragraph">Cached paragraph object that can be reused through multiple calls to this function.</param>
            <param name="text">The text whose size will be estimated.</param>
            <param name="font">The font to use.</param>
            <param name="fontSize">The font size to use.</param>
            <param name="maxWidth">The maximum width of a line before wrapping.</param>
            <param name="lineSpacing">The spacing between lines.</param>
            <param name="wrap">If true, line wrapping is accounted for.</param>
            <returns>Estimated size of the text.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaLabelHelper.IsTooBig(Godot.TextParagraph,System.String,Godot.Font,System.Int32,System.Single,System.Boolean,Godot.Vector2)">
            <summary>
            Checks if some text with no bbcode in it is too big for the passed size.
            </summary>
            <param name="paragraph">Cached paragraph object that can be reused through multiple calls to this function.</param>
            <param name="text">The text whose size will be estimated.</param>
            <param name="font">The font to use.</param>
            <param name="fontSize">The font size to use.</param>
            <param name="lineSpacing">The spacing between lines.</param>
            <param name="rectSize">The size to check against.</param>
            <param name="wrap">Whether or not we allow the text to be wrapped.</param>
            <returns>Whether or not the text would overrun rectSize when rendered.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.DisposeCachedParagraph">
            <summary>
            Releases the cached TextParagraph to free text server RIDs at exit.
            Uses Dispose() (not Free()) because TextParagraph is RefCounted.
            Nulled to guard against AdjustFontSize running during Godot's quit frames.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.SetTextAutoSize(System.String)">
            <summary>
            Unfortunately, there's no way to override the setting of text for a Label. So if you want the text size to
            automatically adjust after being updated during gameplay, you must use this method instead of setting the
            Text property directly.
            </summary>
            <param name="text"></param>
        </member>
        <member name="T:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.MethodName.DisposeCachedParagraph">
            <summary>
            Cached name for the 'DisposeCachedParagraph' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.MethodName.RefreshFont">
            <summary>
            Cached name for the 'RefreshFont' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.MethodName._Notification">
            <summary>
            Cached name for the '_Notification' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.MethodName.InstallEffectsIfNeeded">
            <summary>
            Cached name for the 'InstallEffectsIfNeeded' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.MethodName.HasEffect">
            <summary>
            Cached name for the 'HasEffect' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.MethodName.SetTextAutoSize">
            <summary>
            Cached name for the 'SetTextAutoSize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.MethodName.AdjustFontSize">
            <summary>
            Cached name for the 'AdjustFontSize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.MethodName.SetFontSize">
            <summary>
            Cached name for the 'SetFontSize' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.PropertyName.AutoSizeEnabled">
            <summary>
            Cached name for the 'AutoSizeEnabled' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.PropertyName.MinFontSize">
            <summary>
            Cached name for the 'MinFontSize' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.PropertyName.MaxFontSize">
            <summary>
            Cached name for the 'MaxFontSize' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.PropertyName.IsVerticallyBound">
            <summary>
            Cached name for the 'IsVerticallyBound' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.PropertyName.IsHorizontallyBound">
            <summary>
            Cached name for the 'IsHorizontallyBound' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.PropertyName.Text">
            <summary>
            Cached name for the 'Text' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.PropertyName._isAutoSizeEnabled">
            <summary>
            Cached name for the '_isAutoSizeEnabled' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.PropertyName._minFontSize">
            <summary>
            Cached name for the '_minFontSize' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.PropertyName._maxFontSize">
            <summary>
            Cached name for the '_maxFontSize' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.PropertyName._lastSetSize">
            <summary>
            Cached name for the '_lastSetSize' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.PropertyName._isVerticallyBound">
            <summary>
            Cached name for the '_isVerticallyBound' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.PropertyName._isHorizontallyBound">
            <summary>
            Cached name for the '_isHorizontallyBound' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.PropertyName._needsResize">
            <summary>
            Cached name for the '_needsResize' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.PropertyName._effectsInstalled">
            <summary>
            Cached name for the '_effectsInstalled' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.PropertyName._lastAdjustedSize">
            <summary>
            Cached name for the '_lastAdjustedSize' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.PropertyName._isAutoSizing">
            <summary>
            Cached name for the '_isAutoSizing' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.addons.mega_text.ThemeConstants">
            <summary>
            Central source of truth for Godot theme property names.
            These names are defined by Godot and must match exactly.
            Tests verify these constants are valid against the current Godot version.
            Using StringName for efficiency since Godot's theme methods take StringName parameters.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.addons.mega_text.ThemeConstants.Label">
            <summary>
            Theme property names for Label nodes.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.addons.mega_text.ThemeConstants.RichTextLabel">
            <summary>
            Theme property names for RichTextLabel nodes.
            Note: RichTextLabel uses different names than Label (e.g., "line_separation" vs "line_spacing").
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.addons.mega_text.ThemeConstants.RichTextLabel.AllFontSizes">
            <summary>
            All font size property names for RichTextLabel.
            Used when setting all font sizes to the same value.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.addons.mega_text.ThemeConstants.Control">
            <summary>
            Theme property names for Control nodes (shared across many control types).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.addons.mega_text.ThemeConstants.MarginContainer">
            <summary>
            Theme property names for MarginContainer nodes.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.addons.mega_text.ThemeConstants.BoxContainer">
            <summary>
            Theme property names for HBoxContainer and VBoxContainer nodes.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.addons.mega_text.ThemeConstants.FlowContainer">
            <summary>
            Theme property names for FlowContainer nodes.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.addons.mega_text.ThemeConstants.TextEdit">
            <summary>
            Theme property names for TextEdit nodes.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.addons.mega_text.ThemeConstants.LineEdit">
            <summary>
            Theme property names for LineEdit nodes.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Animation.AnimState.IsLooping">
            <summary>
            Is this a looping animation?
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Animation.AnimState.HasLooped">
            <summary>
            If this is a looping animation, has it already looped at least once?
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Animation.AnimState.MarkHasLooped">
            <summary>
            Mark that this animation has looped at least once.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Assets.AssetCache">
            <summary>
            This class is responsible for preloading and caching assets. It solves a problem where we want to load whole
            groups of assets, but we also want to eliminate duplicate loads of the same asset. This class is thread-safe.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Assets.AssetCache.MissedCacheAssetCount">
            <summary>Gets the current count of missed cache assets (loaded outside preloading).</summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.AssetCache.GetAsset(System.String)">
            <summary>
            Gets the asset if it is cached, otherwise falls back to loading it.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.AssetCache.MarkAssetFailed(System.String)">
            <summary>
            Marks an asset as failed so that synchronous fallback loading does not re-attempt it.
            This prevents repeated native crashes in the Godot resource parser when files are
            missing or corrupted.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.AssetCache.UnloadMissedCacheAssets">
            <summary>
            Clears and unloads all missed cache assets. Should be called at safe boundaries
            like returning to the main menu to prevent unbounded memory growth.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Assets.AssetLoadingSession._toLoad">
            <summary>
            The paths of all the assets that need to be loaded. This starts out containing every asset that needs to be
            loaded, and then is gradually emptied as ResourceLoader loads assets.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Assets.AssetLoadingSession._loading">
            <summary>
            The paths of all the assets that are in the middle of being loaded.
            Assets are dequeued from <see cref="F:MegaCrit.Sts2.Core.Assets.AssetLoadingSession._toLoad"/> and enqueued here in <see cref="M:MegaCrit.Sts2.Core.Assets.AssetLoadingSession.ProcessLoadingQueue"/>.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Assets.AssetLoadingSession._finalizing">
            <summary>
            The paths of all the assets that are finished loading.
            Assets are dequeued from <see cref="F:MegaCrit.Sts2.Core.Assets.AssetLoadingSession._loading"/> and enqueued here in <see cref="M:MegaCrit.Sts2.Core.Assets.AssetLoadingSession.CheckLoadingStatus"/> when
            ResourceLoader.LoadThreadedGetStatus finds that an asset has finished loading.
            Assets are dequeued from here and added to the cache in <see cref="M:MegaCrit.Sts2.Core.Assets.AssetLoadingSession.FinalizeLoading"/>.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Assets.AssetLoadingSession._vfxScenes">
            <summary>
            VFX scenes are loaded one at a time after other assets finish. Loading them concurrently causes
            "Another resource is loaded from path" errors because many VFX scenes share the same ext_resources
            (materials, textures) and Godot's threaded loader races on shared sub-resource loading.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.AssetLoadingSession.ProcessVfxQueue">
            <summary>
            Load VFX scenes one at a time via the async threaded loader. Many VFX scenes share ext_resources
            (e.g. canvas_item_material_additive_shared.tres is used by 162 scenes), and loading them concurrently
            causes Godot's threaded loader to race on shared sub-resource paths.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Assets.AssetSets">
            <summary>
            The asset sets tend to get really large so this class just holds the big statically defined sets so they don't
            clutter the PreloadManager class.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Assets.AssetSets.MainMenuEssentials">
            <summary>
            Minimal assets needed to display main menu immediately after logo animation.
            Does NOT include compendium screens, character select, or other submenus.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Assets.AtlasManager">
            <summary>
            Manages texture atlases by parsing .tpsheet files and creating AtlasTextures on demand.
            Thread-safe via ConcurrentDictionary caching.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Assets.AtlasManager._essentialAtlases">
            <summary>
            Atlases needed before main menu scene loads.
            Their .tres files are referenced by scene ext_resources and must be loaded
            before Godot's scene deserializer encounters them.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.AtlasManager.LoadAllAtlases">
            <summary>
            Loads all known atlases. Call during initialization.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.AtlasManager.LoadEssentialAtlases">
            <summary>
            Loads only atlases referenced by scene ext_resources.
            Must be called before any scenes load.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.AtlasManager.LoadAtlas(System.String)">
            <summary>
            Loads a single atlas by parsing its .tpsheet file and loading PNG textures.
            Thread-safe: uses lock to prevent duplicate loading work.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.AtlasManager.GetSprite(System.String,System.String)">
            <summary>
            Gets an AtlasTexture for the specified sprite, creating and caching it if needed.
            </summary>
            <param name="atlasName">Atlas name (e.g., "relic_atlas")</param>
            <param name="spriteName">Sprite name without extension (e.g., "anchor_small")</param>
            <returns>The AtlasTexture, or null if not found</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.AtlasManager.HasSprite(System.String,System.String)">
            <summary>
            Checks if a sprite exists in the specified atlas.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.AtlasManager.GetSpriteCount(System.String)">
            <summary>
            Gets the number of sprites in a loaded atlas.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.AtlasManager.IsAtlasLoaded(System.String)">
            <summary>
            Checks if an atlas has been loaded.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.AtlasManager.Clear">
            <summary>
            Clears all loaded atlases and cached sprites. Useful for testing.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader">
            <summary>
            ResourceFormatLoader that intercepts .sprites/ paths and returns AtlasTextures from AtlasManager.
            Handles paths like: res://images/atlases/relic_atlas.sprites/anchor.tres
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.ParsePath(System.String)">
            <summary>
            Parses a sprite path to extract atlas and sprite names.
            Example: res://images/atlases/relic_atlas.sprites/anchor.tres
            Returns: ("relic_atlas", "anchor")
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.GetFallbackPath(System.String,System.String)">
            <summary>
            Returns the fallback path for a sprite not found in the atlas.
            Different atlases have different fallback conventions.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.MethodName._GetRecognizedExtensions">
            <summary>
            Cached name for the '_GetRecognizedExtensions' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.MethodName._HandlesType">
            <summary>
            Cached name for the '_HandlesType' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.MethodName._GetResourceType">
            <summary>
            Cached name for the '_GetResourceType' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.MethodName._RecognizePath">
            <summary>
            Cached name for the '_RecognizePath' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.MethodName._Exists">
            <summary>
            Cached name for the '_Exists' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.MethodName._Load">
            <summary>
            Cached name for the '_Load' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.MethodName._GetDependencies">
            <summary>
            Cached name for the '_GetDependencies' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.MethodName.IsSpritePath">
            <summary>
            Cached name for the 'IsSpritePath' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.MethodName.HasFallback">
            <summary>
            Cached name for the 'HasFallback' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.MethodName.LoadFallback">
            <summary>
            Cached name for the 'LoadFallback' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.MethodName.GetFallbackPath">
            <summary>
            Cached name for the 'GetFallbackPath' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.MethodName.GetRelicFallbackPath">
            <summary>
            Cached name for the 'GetRelicFallbackPath' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.MethodName.GetPowerFallbackPath">
            <summary>
            Cached name for the 'GetPowerFallbackPath' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.MethodName.GetCardFallbackPath">
            <summary>
            Cached name for the 'GetCardFallbackPath' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.MethodName.GetPotionFallbackPath">
            <summary>
            Cached name for the 'GetPotionFallbackPath' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.MethodName.GetMissingTexture">
            <summary>
            Cached name for the 'GetMissingTexture' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Assets.AtlasResourceLoader.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Assets.PreloadManager">
            <summary>
            This class manages the caching and preloading of assets for the game.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Assets.PreloadManager.Enabled">
            <summary>
            Set this to false to disable preloading of assets. This can speed up iteration times.
            Assets will still be unloaded when we think they are out of use.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.PreloadManager.LoadLogoAnimation">
            <summary>
            This method loads only the logo animation. The logo animation will be unloaded as soon as LoadMainMenuAssets
            is called, which is what we want.
            The assets are loaded synchronously.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.PreloadManager.LoadMainMenuEssentials">
            <summary>
            Loads only the essential assets needed to display the main menu.
            Call this while the logo animation is playing for faster main menu display.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.PreloadManager.LoadCommonAndMainMenuAssets">
            <summary>
            Loads all common and main menu assets including compendium screens, character select, etc.
            Call this in background after main menu is displayed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.PreloadManager.LoadMainMenuAssets">
            <summary>
            This method is only used when starting the game, it loads the main menu assets. Otherwise, we use the
            LoadCommonAndMainMenuAssets method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Assets.PreloadManager.LoadAssetSets(System.String,System.Collections.Generic.IEnumerable{System.String}[])">
            <summary>
            This method is the magic for preloading assets. It unloads assets that are no longer needed and loads assets
            that are needed.
            It does this through a basic set subtraction algorithm to determine what assets are not needed and can be
            unloaded and what assets are needed and not yet loaded (this avoids loading assets that already exist in memory).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Assets.TpSheetData">
            <summary>
            Root structure for TexturePacker .tpsheet files.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Assets.TpSheetTexture">
            <summary>
            A single texture page in the atlas (multi-page atlases have multiple entries).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Assets.TpSheetSprite">
            <summary>
            Individual sprite within a texture page.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager">
            <summary>
            Audio manager for use with temporary sound effects (hopefully they make it into FMOD someday).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.Play(System.String,System.Single,MegaCrit.Sts2.Core.Audio.Debug.PitchVariance)">
            <summary>
            Play a sound.
            </summary>
            <param name="streamName">The name of the audio sample file in res://debug_audio to play. Include the file extension.</param>
            <param name="volume">The volume to play the sound at. 0 is muted, 2 is 2x the volume.</param>
            <param name="variance">The randomized pitch variance with which to play the sound.</param>
            <returns>An integer ID. If this is a one-shot sound, then the value can be ignored. If the sound is looping, or
                     you wish to stop the sound early, pass this value to Stop to stop the sound from playing.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.StopAll">
            <summary>
            Stops all currently playing sounds
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.Stop(System.Int32,System.Single)">
            <summary>
            Stops a sound.
            </summary>
            <param name="id">The ID returned from the Play call of the sound you wish to stop.</param>
            <param name="fadeTime">Amount of time that the sound will fade to zero before stopping.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.SetMasterAudioVolume(System.Single)">
            <summary>
            Sets the volume of the master bus.
            </summary>
            <param name="linearVolume">Volume from 0-1.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.SetSfxAudioVolume(System.Single)">
            <summary>
            Sets the volume of the SFX bus.
            </summary>
            <param name="linearVolume">Volume from 0-1.</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.MethodName.Play">
            <summary>
            Cached name for the 'Play' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.MethodName.StopAll">
            <summary>
            Cached name for the 'StopAll' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.MethodName.Stop">
            <summary>
            Cached name for the 'Stop' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.MethodName.StopInternalById">
            <summary>
            Cached name for the 'StopInternalById' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.MethodName.StopInternal">
            <summary>
            Cached name for the 'StopInternal' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.MethodName.SetMasterAudioVolume">
            <summary>
            Cached name for the 'SetMasterAudioVolume' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.MethodName.SetSfxAudioVolume">
            <summary>
            Cached name for the 'SetSfxAudioVolume' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.MethodName.PlayerFinished">
            <summary>
            Cached name for the 'PlayerFinished' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.MethodName.GetRandomPitchScale">
            <summary>
            Cached name for the 'GetRandomPitchScale' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.PropertyName._nextId">
            <summary>
            Cached name for the '_nextId' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Audio.Debug.NDebugAudioManager.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Audio.FmodSfx">
            <summary>
            Set of FMOD sfx that are used more globally (vs being tied to a specific creature of vfx).
            Any Temporary Sfx or Sfx not using FMOD should be put into TmpSfx.cs
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.AutoSlayConfig">
            <summary>
            Configuration constants for AutoSlay timeouts and settings.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.AutoSlay.AutoSlayConfig.runTimeout">
            <summary>Maximum time for a complete run.</summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.AutoSlay.AutoSlayConfig.defaultRoomTimeout">
            <summary>Default timeout for room handlers.</summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.AutoSlay.AutoSlayConfig.defaultScreenTimeout">
            <summary>Default timeout for screen handlers.</summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.AutoSlay.AutoSlayConfig.gameInitTimeout">
            <summary>Timeout for waiting for game instance to initialize.</summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.AutoSlay.AutoSlayConfig.runStateTimeout">
            <summary>Timeout for waiting for run state to initialize.</summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.AutoSlay.AutoSlayConfig.nodeWaitTimeout">
            <summary>Timeout for waiting for nodes to appear.</summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.AutoSlay.AutoSlayConfig.mapScreenTimeout">
            <summary>Timeout for waiting for map screen.</summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.AutoSlay.AutoSlayConfig.pollingInterval">
            <summary>Polling interval for condition checks.</summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.AutoSlay.AutoSlayConfig.buttonClickDelay">
            <summary>Delay between button interactions.</summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.AutoSlay.AutoSlayConfig.maxFloor">
            <summary>Maximum floor to play to (floor 49 is the final boss).</summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.AutoSlay.AutoSlayConfig.watchdogTimeout">
            <summary>Watchdog timeout. If no progress for this long, dump state and fail.</summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.AutoSlay.AutoSlayConfig.watchdogLogInterval">
            <summary>Interval for periodic state logging when stuck detection is active.</summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.AutoSlayer">
            <summary>
            Main orchestrator for AutoSlay. Runs the game automatically for smoke testing.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.AutoSlay.AutoSlayer.IsActive">
            <summary>Static flag indicating if AutoSlay is currently running.</summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.AutoSlay.AutoSlayer.CurrentWatchdog">
            <summary>Gets the current watchdog instance (for WaitHelper integration).</summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.AutoSlayer.Start(System.String,System.String)">
            <summary>Starts an AutoSlay run with the given seed.</summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.AutoSlayer.Stop">
            <summary>Stops the current AutoSlay run.</summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.AutoSlayer.GetCurrentScreen``1">
            <summary>Gets the current overlay screen cast to the expected type.</summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.AutoSlayLog">
            <summary>
            Structured logging for AutoSlay with consistent prefixes for easy filtering.
            Writes to both the standard Godot log and a dedicated autoslay.log file.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.AutoSlayLog.OpenLogFile(System.String)">
            <summary>Opens the log file for writing. Call at start of autoslay run.</summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.AutoSlayLog.CloseLogFile">
            <summary>Closes the log file. Call at end of autoslay run.</summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.AutoSlayTimeoutException">
            <summary>
            Exception thrown when AutoSlay times out waiting for a condition or progress.
            Filtered from Sentry since these are expected during automated testing.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.IHandler">
            <summary>
            Base interface for all AutoSlay handlers.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.AutoSlay.Handlers.IHandler.Timeout">
            <summary>Timeout for this handler.</summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.Handlers.IHandler.HandleAsync(MegaCrit.Sts2.Core.Random.Rng,System.Threading.CancellationToken)">
            <summary>Executes the handler logic.</summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.IRoomHandler">
            <summary>
            Handler for a specific room type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.AutoSlay.Handlers.IRoomHandler.HandledTypes">
            <summary>The room types this handler can handle.</summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.IScreenHandler">
            <summary>
            Handler for a specific overlay screen type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.AutoSlay.Handlers.IScreenHandler.ScreenType">
            <summary>The screen type this handler can handle.</summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.Rooms.CombatRoomHandler">
            <summary>
            Handles combat rooms (Monster, Elite, Boss).
            Applies massive defensive buffs and plays all cards each turn.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.Rooms.EventRoomHandler">
            <summary>
            Handles event rooms by selecting random choices.
            Some events trigger combat mid-event (e.g., DenseVegetation's "Rest" option).
            This handler detects and handles those combats before returning to the event.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.Handlers.Rooms.EventRoomHandler.WaitForEventOptions(Godot.Node,System.Threading.CancellationToken)">
            <summary>
            Waits for event options to become available.
            </summary>
            <returns>True if the event was fully handled (custom events), false if options loop should run.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.Handlers.Rooms.EventRoomHandler.HandleFakeMerchantEvent(MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant,System.Threading.CancellationToken)">
            <summary>
            Handles the FakeMerchant custom event.
            This event uses NProceedButton instead of NEventOptionButton.
            We simply click the proceed button to leave.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.Handlers.Rooms.EventRoomHandler.HandleAncientEventDialogue(MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout,System.Threading.CancellationToken)">
            <summary>
            Handles Ancient events which require clicking through dialogue before options appear.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.Rooms.RestSiteRoomHandler">
            <summary>
            Handles rest site rooms by selecting a random rest option.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.Rooms.ShopRoomHandler">
            <summary>
            Handles shop rooms by attempting to buy every affordable item.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.Rooms.TreasureRoomHandler">
            <summary>
            Handles treasure rooms by opening the chest, picking relics, and proceeding.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.Rooms.VictoryRoomHandler">
            <summary>
            Handles post-combat victory rooms where the proceed button is displayed.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.Screens.CardRewardScreenHandler">
            <summary>
            Handles the card reward selection screen after combat.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.Screens.ChooseABundleScreenHandler">
            <summary>
            Handles bundle card selection screens.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.Screens.ChooseACardScreenHandler">
            <summary>
            Handles in-combat card selection screens (e.g., from Attack Potion).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.Screens.ChooseARelicScreenHandler">
            <summary>
            Handles relic selection screens (e.g., from Jewelry Box event).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.Screens.CrystalSphereScreenHandler">
            <summary>
            Handles the Crystal Sphere minigame event screen.
            Uses divinations by clicking cells, then clicks proceed.
            Note: When divinations run out, a rewards screen opens automatically.
            The drain loop will handle that, then this handler runs again to click proceed.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.Screens.DeckCardSelectScreenHandler">
            <summary>
            Handles the deck card selection screen (removal, transform, etc).
            The screen has two confirm buttons: one for the main grid, and one in the preview container.
            When selecting exactly MaxSelect cards, the screen auto-shows the preview, so we need to click
            the preview confirm button, not the main one.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.Screens.DeckEnchantScreenHandler">
            <summary>
            Handles the deck enchant selection screen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.Screens.DeckTransformScreenHandler">
            <summary>
            Handles the deck transform selection screen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.Screens.DeckUpgradeScreenHandler">
            <summary>
            Handles the deck upgrade selection screen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.Screens.GameOverScreenHandler">
            <summary>
            Handles the game over screen (shown after victory or death).
            Clicks through the summary to return to main menu.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.Screens.MapScreenHandler">
            <summary>
            Handles map screen navigation between rooms.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.Screens.RewardsScreenHandler">
            <summary>
            Handles the rewards screen after combat.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Handlers.Screens.SimpleCardSelectScreenHandler">
            <summary>
            Handles simple card selection screens.
            Some screens require multiple card selections and/or manual confirmation.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Helpers.AutoSlayCardSelector">
            <summary>
            Handles automatic card selection during AutoSlay runs.
            Randomly selects cards when the game would normally show a selection UI.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.Helpers.AutoSlayCardSelector.GetSelectedCards(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel},System.Int32,System.Int32)">
            <summary>
            Randomly selects cards from the available options based on the selector preferences.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.Helpers.AutoSlayCardSelector.GetSelectedCardReward(System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Cards.CardCreationResult},System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.CardRewardAlternatives.CardRewardAlternative})">
            <summary>
            Randomly selects a card reward from the available options.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Helpers.UiHelper">
            <summary>
            UI interaction utilities for AutoSlay.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.Helpers.UiHelper.Click(MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl,System.Int32)">
            <summary>
            Clicks a clickable control by directly emitting the Released signal.
            This bypasses hover/focus/pause checks that can fail in headless/automated testing.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.Helpers.UiHelper.FindAll``1(Godot.Node)">
            <summary>
            Finds all nodes of a specific type under a parent node recursively.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.Helpers.UiHelper.FindFirst``1(Godot.Node)">
            <summary>
            Finds the first node of a specific type under a parent node.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Helpers.WaitHelper">
            <summary>
            Async waiting utilities for AutoSlay.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.Helpers.WaitHelper.Until(System.Func{System.Boolean},System.Threading.CancellationToken,System.Nullable{System.TimeSpan},System.String)">
            <summary>
            Waits until a condition becomes true, with timeout.
            Also checks the watchdog periodically to detect stuck states.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.Helpers.WaitHelper.ForNode``1(Godot.Node,System.String,System.Threading.CancellationToken,System.Nullable{System.TimeSpan})">
            <summary>
            Waits for a node to exist at the given path.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.Helpers.WaitHelper.DumpSceneTreeContext(Godot.Node,System.String,System.String)">
            <summary>
            Dumps scene tree context when a wait times out, to help debug what's actually there.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.Helpers.WaitHelper.ForTask(System.Threading.Tasks.Task,System.Threading.CancellationToken,System.Nullable{System.TimeSpan},System.String)">
            <summary>
            Waits for a task to complete while periodically checking the watchdog.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.Helpers.WaitHelper.WithTimeout(System.Func{System.Threading.CancellationToken,System.Threading.Tasks.Task},System.TimeSpan,System.Threading.CancellationToken)">
            <summary>
            Runs a task with a timeout, combining with an existing cancellation token.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.Helpers.Watchdog">
            <summary>
            Watchdog that detects when AutoSlay gets stuck and dumps diagnostic state.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.Helpers.Watchdog.Reset(System.String)">
            <summary>
            Resets the watchdog timer. Call this whenever meaningful progress is made.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.Helpers.Watchdog.Check">
            <summary>
            Checks if the watchdog has timed out. Call this periodically (e.g., in WaitHelper).
            Throws TimeoutException if no progress for too long.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.AutoSlay.Helpers.Watchdog.DumpState">
            <summary>
            Dumps the current game state for debugging.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.AutoSlay.MemoryProfiler">
            <summary>
            Captures memory and resource snapshots during AutoSlay runs, logging deltas
            from a baseline to detect memory/resource leaks.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaAnimation">
            <summary>
            C# bindings for SpineAnimation.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaAnimationState">
            <summary>
            C# bindings for SpineAnimationState.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaAnimationState.GetCurrentAnimationName(System.Int32)">
            <summary>
            Returns the name of the animation currently playing on the given track, or null if no track is
            active. Value-only so no transient wrapper escapes; the native reads are kept GC-safe by the
            GC.KeepAlive in MegaSpineBinding.Call (PRG-6985).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaAnimationState.GetCurrentAnimationDuration(System.Int32)">
            <summary>
            Returns the duration of the animation currently playing on the given track, or null if no track
            is active. See <see cref="M:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaAnimationState.GetCurrentAnimationName(System.Int32)"/>.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaBone">
            <summary>
            C# bindings for SpineBone.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaBoneData">
            <summary>
            C# bindings for SpineBoneData.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaEvent">
            <summary>
            C# bindings for SpineEvent.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaEventData">
            <summary>
            C# bindings for SpineEventData.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSkeleton">
            <summary>
            C# bindings for SpineSkeleton.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSkeletonDataResource">
            <summary>
            C# bindings for SpineSkeletonDataResource.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSkeletonDataResource.HasAnimation(System.String)">
            <summary>
            Whether this skeleton defines an animation with the given name. Returns a bool rather than the
            animation so no transient <see cref="T:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaAnimation"/> wrapper escapes to callers, which would
            invite the GC-unsafe chain this binding is hardened against (PRG-6985).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSkeletonDataResource.GetAnimationNames">
            <summary>
            Names of every animation this skeleton defines. Returns the names rather than the wrappers so no
            transient <see cref="T:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaAnimation"/> escapes to callers, keeping the GC-unsafe read chain
            unrepresentable through this API (PRG-6985).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSkin">
            <summary>
            C# bindings for SpineSkin.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSlotNode">
            <summary>
            C# bindings for SpineSlotNode.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSpineBinding">
             <summary>
             Base class for C# Spine bindings.
             </summary>
             <remarks>
             Lifetime gotcha for any wrapper around a native-created RefCounted, not just Spine: while the managed
             wrapper is the sole owner, Godot gives it a weak GCHandle, so the GC can finalize it (freeing the native
             object) the moment no managed code will read it again, even mid-call into native. The classic trigger is
             an unrooted temporary in a chain like wrapper.GetX().GetName(): GetX() returns a fresh sole-owned
             wrapper, collectible while the native GetName() is still using its pointer. Use-after-free on the
             finalizer thread.
            
             The defense is the choke point in Call below, which keeps the receiver rooted via GC.KeepAlive across
             every native call routed through it, plus value-returning accessors so transient wrappers never escape.
             Keep that pattern in any new binding of this kind. See GC.KeepAlive
             (https://learn.microsoft.com/dotnet/api/system.gc.keepalive) and PRG-6985.
             </remarks>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSpineBinding.BoundObject">
            <summary>
            The Spine GodotObject that this binding wraps.
            ONLY USE THIS TO PASS TO OTHER SPINE API METHODS!
            If you want to call methods directly on this object, you probably want to add a method binding for the relevant
            MegaSpineBinding subclass instead.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSpineBinding.SpineClassName">
            <summary>
            The name of this class in the Spine API (https://en.esotericsoftware.com/spine-api-reference).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSpineBinding.SpineMethods">
            <summary>
            The methods from the Spine API (https://en.esotericsoftware.com/spine-api-reference) that this binding exposes.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSpineBinding.SpineSignals">
            <summary>
            The signals from the Spine API (https://en.esotericsoftware.com/spine-api-reference) that this binding exposes.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSpineBinding.Connect(System.String,Godot.Callable)">
            <summary>
            Connect to the specified signal on the bound Spine object.
            </summary>
            <param name="signalName">Name of the signal to connect to.</param>
            <param name="callable">Callable to connect to the signal.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSpineBinding.Disconnect(System.String,Godot.Callable)">
            <summary>
            Disconnect from the specified signal on the bound Spine object.
            </summary>
            <param name="signalName">Name of the signal to disconnect from.</param>
            <param name="callable">Callable to disconnect from the signal.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSpineBinding.Call(System.String,Godot.Variant[])">
            <summary>
            Call the specified method on the bound Spine object
            </summary>
            <param name="methodName">Name of method to call.</param>
            <param name="args">Arguments to pass to the method.</param>
            <returns>Value returned by the bound Spine object, cast to the expected type.</returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSprite">
            <summary>
            C# bindings for SpineSprite.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSprite.HasAnimation(System.String)">
            <summary>
            Helper method for the lazy
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSprite.GetAnimationState">
            <summary>
            Returns the animation state, throwing a descriptive error if it does not exist yet. Prefer
            <see cref="M:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSprite.TryGetAnimationState"/> / <see cref="M:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSprite.IsAnimationStateReady"/> in code that can run
            before the SpineSprite is ready (e.g. a child node's _Ready, which Godot runs before the parent
            SpineSprite has built its skeleton). Failing fast here turns the old opaque NullReferenceException
            (from driving a null-wrapped state) into a clear, actionable message.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSprite.TryGetAnimationState">
            <summary>
            Returns the animation state, or null if it has not been created yet. The skeleton (and with it
            the animation state) may not exist when this is called before the SpineSprite has finished
            initializing, which happens when a child node's _Ready() runs first: Godot invokes _Ready()
            bottom-up (children before parents). Prefer this over <see cref="M:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSprite.GetAnimationState"/> in code
            that can run during that window, since GetAnimationState() would wrap a null object and throw
            on first use.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSprite.IsAnimationStateReady">
            <summary>
            True once the SpineSprite has finished initializing and it is safe to drive its animations.
            This gates on the skeleton existing (get_skeleton returns null until the skeleton data has
            loaded, the same null-skeleton condition NCreatureVisuals checks to detect a failed load) and
            additionally confirms the animation state object we drive exists. It returns false during the
            window where a child node's _Ready() runs before the parent SpineSprite is ready, because Godot
            invokes _Ready() bottom-up and the skeleton loads asynchronously.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaTrackEntry">
            <summary>
            C# bindings for SpineTrackEntry.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaTrackEntry.GetAnimationName">
            <summary>
            Name of this entry's animation. Returns the value rather than the wrapper so no transient
            <see cref="T:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaAnimation"/> escapes; the native read is kept GC-safe by the GC.KeepAlive in
            MegaSpineBinding.Call (PRG-6985).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaTrackEntry.GetAnimationDuration">
            <summary>
            Duration of this entry's animation. See <see cref="M:MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaTrackEntry.GetAnimationName"/>.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Bindings.MegaSpine.SpineAnimationAccess">
            <summary>
            Null-safe wrapper for spine animation operations. No-ops when the underlying MegaSprite is null
            (e.g. when skeleton data failed to load). This eliminates the need for null-guards at every call site.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Bindings.MegaSpine.SpineAnimationAccess.GetCurrentAnimationName(System.Int32)">
            <summary>
            Name of the animation currently playing on the given track, or null if the sprite is null or no
            track is active. See MegaAnimationState.GetCurrentAnimationName (PRG-6985).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Bindings.MegaSpine.SpineAnimationAccess.GetCurrentAnimationDuration(System.Int32)">
            <summary>
            Duration of the animation currently playing on the given track, or null if the sprite is null or
            no track is active. See <see cref="M:MegaCrit.Sts2.Core.Bindings.MegaSpine.SpineAnimationAccess.GetCurrentAnimationName(System.Int32)"/>.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.CardSelection.CardSelectorPrefs.Comparison">
            <summary>
            If non-null, then the default sort when displayed in the selector will use this comparer. Otherwise, cards will
            be displayed as ordered in the list.
            In most cases the order passed to the CardSelectCmd must be stable across machines. Therefore, we have to do any
            culture-variant sorts on the frontend only.
            This is currently only supported when using FromSimpleGrid.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.CardSelection.CardSelectorPrefs.UnpoweredPreviews">
            <summary>
            If set, card previews displayed during the selection will be unaffected by any external powers or hooks. This
            includes enchantments and afflictions!
            Only applies to hand card selections.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.CardSelection.CardSelectorPrefs.PretendCardsCanBePlayed">
            <summary>
            If set, energy/star cost color highlighting will be suppressed for cards that wouldn't be able to be played due
            to insufficient energy/stars.
            Only applicable to hand card selection.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.CardSelection.CardSelectorPrefs.ShouldGlowGold">
            <summary>
            If set, cards that pass the predicate will glow gold.
            Only applicable to hand card selection.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Combat.CombatManager.CombatSetUp">
            <summary>
            Fired after combat is set up.
            Note that this happens a little bit before combat actually begins.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Combat.CombatManager.CombatEnded">
            <summary>
            Fired when combat ends.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Combat.CombatManager.CombatWon">
            <summary>
            Fired when combat is won.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Combat.CombatManager.CreaturesChanged">
            <summary>
            Fired whenever the arrangement of creatures in the combat changes. Specifically, when:
            * A creature is added.
            * A creature is removed.
            * A creature's position changes.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Combat.CombatManager.TurnStarted">
            <summary>
            Fired whenever a new turn starts.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Combat.CombatManager.TurnEnded">
            <summary>
            Fired whenever a turn ends.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Combat.CombatManager.PlayerEndedTurn">
            <summary>
            Fired whenever a player ends their turn. Remember that, in multiplayer, this is not the same as switching to the
            enemy's turn.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Combat.CombatManager.PlayerUnendedTurn">
            <summary>
            Fired whenever a player un-does the end of their turn.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Combat.CombatManager.AboutToSwitchToEnemyTurn">
            <summary>
            Fired when all players have fully committed to ending turn and all player actions are done (including end of turn
            hooks like Well-Laid Plans), but before the player hand flush.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Combat.CombatManager.PlayerActionsDisabledChanged">
            <summary>
            Fired when the local player's actions become disabled or enabled.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Combat.CombatManager._inPlayerTurnSetup">
            <summary>
            True while <see cref="M:MegaCrit.Sts2.Core.Combat.CombatManager.StartTurn(System.Func{System.Threading.Tasks.Task})"/> is setting up the player turn but has not yet moved to the Play phase.
            Guarded by <see cref="F:MegaCrit.Sts2.Core.Combat.CombatManager._playerReadyLock"/>.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Combat.CombatManager._deferredEndTurnTransition">
            <summary>
            If a card ends the turn while <see cref="F:MegaCrit.Sts2.Core.Combat.CombatManager._inPlayerTurnSetup"/> is true (e.g. Void Form auto-played by
            Whispering Earring during the AutoPrePlay phase), the end-of-turn transition is stored in this field and run
            only once <see cref="M:MegaCrit.Sts2.Core.Combat.CombatManager.StartTurn(System.Func{System.Threading.Tasks.Task})"/> has caused us to move to the Play phase, so it never runs concurrently with
            the end of StartTurn (this would be a race condition, and could leave the turn-transition sequence stuck
            mid-way, never advancing to the next turn).
            A normal end-turn happens after the Play phase has started, so it is never deferred.
            Guarded by <see cref="F:MegaCrit.Sts2.Core.Combat.CombatManager._playerReadyLock"/>.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatManager.DebugForcedTopCardOnNextShuffle">
            <summary>
            WARNING: ONLY USE THIS IN TESTS!
            See <see cref="M:MegaCrit.Sts2.Core.Combat.CombatManager.DebugForceTopCardOnNextShuffle(MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.DebugOnlyGetState">
            <summary>
            THIS IS TEMPORARY AND SHOULD ONLY BE USED IN TESTS
            </summary>
            <returns></returns>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Combat.CombatManager._playerActionsDisabled">
            <summary>
            Set to true when the player should not be able to interact with their hand or any potions.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatManager.PlayersTakingExtraTurn">
            <summary>
            The list of players in the current turn that are taking an extra turn.
            Normally empty; only non-empty if there are players that used extra-turn-taking effects like
            <see cref="T:MegaCrit.Sts2.Core.Models.Relics.PaelsEye"/>.
            Returns a snapshot copy for thread safety.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.SetPhaseForAllPlayers(MegaCrit.Sts2.Core.Combat.PlayerTurnPhase)">
            <summary>
            Sets <see cref="P:MegaCrit.Sts2.Core.Entities.Players.PlayerCombatState.Phase"/> to the same value for all players.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatManager.IsEnemyTurnStarted">
            <summary>
            True when the enemy turn has started (TurnStarted has fired for the enemy side).
            Set right before TurnStarted fires for enemy turns, cleared when switching to player turn.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatManager.EndingPlayerTurnPhaseTwo">
            <summary>
            Set to true in the time between when all players are ready to begin the enemy turn and when the enemy turn begins.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatManager.EndingPlayerTurnPhaseOne">
            <summary>
            Set to true in the time during phase one of the end of the player's turn.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatManager.IsInProgress">
            <summary>
            Is the combat currently in progress?
            True when the combat is done being initialized and has fully started.
            False when:
            * The combat is first being initialized.
            * The combat is ending (the last monster has been killed).
            * We're in a non-combat room.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatManager.IsStarting">
            <summary>
            Is a new combat currently being set up?
            True from the start of <see cref="M:MegaCrit.Sts2.Core.Combat.CombatManager.SetUpCombat(MegaCrit.Sts2.Core.Combat.CombatState)"/> until <see cref="P:MegaCrit.Sts2.Core.Combat.CombatManager.IsInProgress"/> flips true in
            <see cref="M:MegaCrit.Sts2.Core.Combat.CombatManager.StartCombatInternal"/>. During this window <see cref="P:MegaCrit.Sts2.Core.Combat.CombatManager.IsInProgress"/> is still false, so it lets
            callers distinguish "combat is starting" (where combat hooks that run during setup, like the initial deck
            shuffle, must still fire) from "combat is over or ending".
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.IsExecutingCardOrPotionEffect(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            True while a <see cref="M:MegaCrit.Sts2.Core.Models.CardModel.OnPlay(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Cards.CardPlay)"/> or a <see cref="M:MegaCrit.Sts2.Core.Models.PotionModel.OnUse(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/> effect body is currently
            executing for <paramref name="player"/>, including nested auto-plays (e.g. a Sly card auto-played when
            discarded). Used to avoid premature hand-empty triggers while that player's effect is mid-resolution.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.BeginCardOrPotionEffect(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Marks the start of a <see cref="M:MegaCrit.Sts2.Core.Models.CardModel.OnPlay(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Cards.CardPlay)"/> or <see cref="M:MegaCrit.Sts2.Core.Models.PotionModel.OnUse(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/> effect body for
            <paramref name="player"/>, incrementing their effect-nesting depth. Must be paired with a
            <see cref="M:MegaCrit.Sts2.Core.Combat.CombatManager.EndCardOrPotionEffect(MegaCrit.Sts2.Core.Entities.Players.Player)"/> in a finally block so the depth stays balanced even if the effect throws or
            the player dies mid-play.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.EndCardOrPotionEffect(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Marks the end of a <see cref="M:MegaCrit.Sts2.Core.Models.CardModel.OnPlay(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Cards.CardPlay)"/> or <see cref="M:MegaCrit.Sts2.Core.Models.PotionModel.OnUse(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/> effect body for
            <paramref name="player"/>, decrementing their effect-nesting depth (and removing the entry once it reaches
            zero). Pairs with <see cref="M:MegaCrit.Sts2.Core.Combat.CombatManager.BeginCardOrPotionEffect(MegaCrit.Sts2.Core.Entities.Players.Player)"/>; call it from a finally block.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatManager.IsAboutToLose">
            <summary>
            Is combat about to end due to player death?
            True when LoseCombat() has been called but the loss hasn't been processed yet.
            This allows effects to bail out early while still letting the current action complete.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatManager.IsEnding">
            <summary>
            Is the combat in the process of ending (but still in progress)?
            True when combat is in progress but all the enemies are dead, and there is nothing stopping combat from ending
            (e.g. Phrog Parasite spawning in new enemies).
            Also true when a pending loss is waiting to be processed.
            False when
            * Combat is in progress and 1+ primary enemies are still alive.
            * Combat is not in progress.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatManager.IsOverOrEnding">
            <summary>
            Has this combat ended (or is it in the process of ending)?
            When you want to skip/cancel an effect because combat is not in progress, you should usually use this instead of
            <see cref="P:MegaCrit.Sts2.Core.Combat.CombatManager.IsEnding"/> or !<see cref="P:MegaCrit.Sts2.Core.Combat.CombatManager.IsInProgress"/>, because they can return unexpected results at certain
            boundary points.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.RunAutoPrePlayPhase(MegaCrit.Sts2.Core.GameActions.Multiplayer.HookPlayerChoiceContext,System.Threading.Tasks.Task,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Awaits the player's setup task, then runs the auto-pre-play hooks, transitioning the player's phase
            from <see cref="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.Start"/> -> <see cref="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.AutoPrePlay"/> -> <see cref="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.Play"/>.
            The setup await ensures a player whose setup is paused (making a <see cref="T:MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext"/>)
            stays in <see cref="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.Start"/> until their setup actually completes.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.SetupPlayerTurn(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.GameActions.Multiplayer.HookPlayerChoiceContext)">
            <summary>
            Sets up a player's turn by resetting energy, drawing cards, and firing start-of-turn hooks.
            If the player's turn start executes a player choice (e.g. Mayhem plays Cosmic Indifference), then the entire
            sequence is paused for this player. However, other players' turn start sequences may continue, and they may
            play cards while this is occuring.
            </summary>
            <param name="player">The player whose turn to setup.</param>
            <param name="playerChoiceContext">The player choice context to pass to hooks that take it.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.SetReadyToEndTurn(MegaCrit.Sts2.Core.Entities.Players.Player,System.Boolean,System.Func{System.Threading.Tasks.Task})">
            <summary>
            Called in EndPlayerTurnAction to indicate that the player is ready to execute end-of-turn events.
            </summary>
            <param name="player">The player that readied up.</param>
            <param name="canBackOut">In multiplayer, notes if the player is allowed to back out of ending their turn.</param>
            <param name="actionDuringEnemyTurn">Optional action to execute during the enemy turn. This is useful for tests.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.ReleaseDeferredEndTurnTransitionIfNeeded">
            <summary>
            Runs any end-of-turn transition that was deferred while the player turn was being set up (see
            <see cref="M:MegaCrit.Sts2.Core.Combat.CombatManager.SetReadyToEndTurn(MegaCrit.Sts2.Core.Entities.Players.Player,System.Boolean,System.Func{System.Threading.Tasks.Task})"/>). Must be called on every exit path of the player-turn setup in
            <see cref="M:MegaCrit.Sts2.Core.Combat.CombatManager.StartTurn(System.Func{System.Threading.Tasks.Task})"/> so a deferred transition is never dropped.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.OnEndedTurnLocally">
            <summary>
            Call this when the end turn button is pressed to disable local player actions until the start of the next turn.
            In multiplayer, this prevents the player from playing cards after they have ended turn.
            In both SP and MP, this prevents the player from playing cards before the AfterTurnStart hook has run.
            It's important that we do this when the end turn button is pressed, instead of when the EndTurnAction is
            processed, because the player might try to execute actions while the end turn action is waiting in the queue.
            This is a little fragile; if actions do slip through in MP, it has the potential to cause a state divergence.
            Revisit if needed - we might need to discard actions on the host side (which ends up being way more complicated).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.SetReadyToBeginEnemyTurn(MegaCrit.Sts2.Core.Entities.Players.Player,System.Func{System.Threading.Tasks.Task})">
            <summary>
            Called in ReadyToBeginEnemyTurnAction to indicate that the player is ready to switch to the monster turn (or
            extra player turn, if necessary). Note that this is called automatically, and is not player-driven.
            </summary>
            <param name="player">The player that is ready to switch sides.</param>
            <param name="actionDuringEnemyTurn">Optional action to execute during the enemy turn. This is useful for tests.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.IsPlayerReadyToEndTurn(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <returns>
            True if the passed player has hit the end turn button, and the next player turn has not yet begun.
            </returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.AfterCreatureAdded(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Called after both the Creature has been added to the room _and_ the NCreature is spawned.
            </summary>
            <param name="creature"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.CheckForEmptyHand(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
             <summary>
             Check for the player's hand to be empty and run the appropriate hooks if it is.
            
             We can't just do this check every time the hand size changes, because sometimes we're in the middle of a
             sequence of effects and we want to wait to check until they're all done.
            
             For example, if we have <see cref="T:MegaCrit.Sts2.Core.Models.Relics.UnceasingTop"/> and the last card in our hand is <see cref="T:MegaCrit.Sts2.Core.Models.Cards.PommelStrike"/>
             and we play it, we have to wait to check hand size until Pommel Strike is done being played, otherwise we'll
             draw two cards (one when your hand becomes "empty" immediately after Pommel Strike moves to the Play pile, and
             another after Pommel Strike's draw command executes).
            
             So, instead of automatically doing this check every time the hand size changes, we manually check after a card
             is played, and after a potion is used, since these are the two ways a player can manually interact with combat
             state (besides ending turn, which should not trigger an empty hand check). If we ever add more ways, we should
             add this check in those too, and update this comment.
             </summary>
             <param name="choiceContext">Object that keeps context of the action this is called from.</param>
             <param name="player">Player whose hand we want to check.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.Reset(System.Boolean)">
            <summary>
            Reset the combat manager to prepare for the next combat.
            </summary>
            <param name="graceful">Usually true. Only pass false if we're exiting the game completely.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.LoseCombat">
            <summary>
            Marks combat as pending loss. The actual loss processing happens at the next safe point
            (in CheckWinCondition) to avoid race conditions where effects try to run after IsInProgress is false.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.ProcessPendingLoss">
            <summary>
            Processes a pending combat loss. Called from CheckWinCondition at safe points.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.EndCombatInternal">
            <summary>
            DO NOT CALL THIS unless you're in this class or ModelTest.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.EndPlayerTurnPhaseOneInternal">
            <summary>
            DO NOT CALL THIS unless you're in this class or ModelTest.
            This calls all end-of-turn hooks that could require player choices to be made.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.DoTurnEnd(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext)">
            <summary>
            Executes turn end hooks for a player.
            If player choice occurs during this method, it uses the passed choice context. This way, each player's turn end
            runs independently of all others.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.EndPlayerTurnPhaseTwoInternal">
            <summary>
            DO NOT CALL THIS unless you're in this class or ModelTest.
            This does all the player state cleanup for the end of their turn. It must not call any hooks that might cause
            player choices to occur.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.SwitchFromPlayerToEnemySide(System.Func{System.Threading.Tasks.Task})">
            <summary>
            DO NOT CALL THIS unless you're in this class or ModelTest.
            This switches from the player side to the enemy side, handling extra player turns if necessary.
            </summary>
            <param name="actionDuringEnemyTurn">Optional action to execute during the enemy turn. This is useful for tests.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.Pause">
            <summary>
            Pause combat.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.Unpause">
            <summary>
            Un-pause combat.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.IsPartOfPlayerTurn(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Returns true if the passed player is taking part in the current player turn.
            Returns false if some player is taking an extra turn, and it's not us.
            If it is not the player turn, then this returns false.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.DebugForceTopCardOnNextShuffle(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            WARNING: ONLY CALL THIS IN TESTS!
            Force the specified card to be moved to the top of the next shuffle.
            Useful for tests for shuffle tests where the first card drawn afterwards matters.
            </summary>
            <param name="card">Card to force to the top.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatManager.DebugClearForcedTopCardOnNextShuffle">
            <summary>
            WARNING: ONLY CALL THIS IN TESTS!
            Clear the forced specified card to be moved to the top of the next shuffle.
            Useful for tests for shuffle tests where the first card drawn afterwards matters.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Combat.CombatState">
             <summary>
             An object containing all of the state that represents the current combat.
            
             Some state details are derived from higher-level objects. For example:
             * All players in the combat state are derived by checking the Player property of all the creatures.
             * All cards in the combat state are derived by checking the combat piles of all those players.
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatState.RunState">
            <summary>
            The state of the run that this combat exists in.
            Will be <see cref="P:MegaCrit.Sts2.Core.Combat.CombatState.RunState"/> in gameplay and <see cref="T:MegaCrit.Sts2.Core.Runs.NullRunState"/> in some test/debug scenarios.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Combat.CombatState.CreaturesChanged">
            <summary>
            Fired whenever the arrangement of creatures in the combat changes. Specifically, when:
            * A creature is added.
            * A creature is removed.
            * A creature's index changes.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Combat.CombatState._nextCreatureId">
            <summary>
            This is the ID that will be assigned to the next spawned creature's CombatId field.
            If we receive an action targeting a creature with an ID less than this one, then it must either be in the creature
            list or it had died at some point in the past.
            If we receive an action targeting a creature with an ID greater than or equal to this one, then it has yet to
            spawn (or there is some other error).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatState.Allies">
            <summary>
            Get all creatures on the Allies side.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatState.Enemies">
            <summary>
            Get all creatures on the Enemies side.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatState.Creatures">
            <summary>
            Get all creatures in the combat on all sides.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatState.PlayerCreatures">
            <summary>
            Get all the player creatures in the combat.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatState.Players">
            <summary>
            Get all players in the combat.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatState.Modifiers">
            <summary>
            List of custom modifiers applied to this combat, usually via daily or custom runs.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatState.BadgeModels">
            <summary>
            List badge models, used when unlocking badges.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatState.MultiplayerScalingModel">
            <summary>
            The model used to scale various things (block, power application) in multiplayer.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatState.RoundNumber">
            <summary>
            The round of combat that we're on in this combat.
            A "round" encompasses both the player's turn and the enemy's turn.
            This starts at 1, so it should never be 0.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatState.CurrentSide">
            <summary>
            The side that is active in this combat.
            A round starts with the player side being active, then switches to the enemy side after all players have ended
            their turn.
            When the enemy turn ends, the current side changes back to the player side, and the round number is incremented.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatState.EscapedCreatures">
            <summary>
            A list of creatures that escaped (were removed without dying) during the encounter. Used when rewards are given.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Combat.CombatState._allCards">
            <summary>
            All cards that have been created within this state.
            This allows us to keep track of "floating" cards that have not been added to any piles (like fake cards in
            upgrade previews).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatState.CreateCard``1(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Runs.ICardScope.CreateCard``1(MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatState.CreateCard(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Runs.ICardScope.CreateCard(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatState.CloneCard(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            WARNING: If you're specifically intending to create a clone in combat for an effect like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.DualWield"/>,
            you should use <see cref="M:MegaCrit.Sts2.Core.Models.CardModel.CreateClone"/> instead.
            See <see cref="M:MegaCrit.Sts2.Core.Runs.ICardScope.CloneCard(MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatState.AddCard(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Runs.ICardScope.AddCard(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatState.ContainsCard(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Does this state contain the specified card?
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatState.AddPlayer(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Add a player's creature on the Allies side.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatState.CreateCreature(MegaCrit.Sts2.Core.Models.MonsterModel,MegaCrit.Sts2.Core.Combat.CombatSide,System.String)">
            <summary>
            Creates a new creature from a monster in this combat state.
            After you create the creature, you should call AddCreature to add it to combat. This can be done immediately
            or after some time.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatState.AttachCreature(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Attaches an existing creature to this combat state without adding it to the combat.
            This sets up the creature to be added to combat without actually putting it into the combat (i.e. it's not
            targeted by cards that hit all enemies, powers don't proc on it, etc).
            For players and almost all monsters, this is called just before adding their creature to the combat. Currently,
            the Doormaker is the only creature that doesn't get added to combat immediately after this is called.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatState.CreatureEscaped(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Call this to remove a creature that escaped rather than dying.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatState.RemoveCreature(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Boolean)">
            <summary>
            Removes the creature from combat.
            </summary>
            <param name="creature">The creature that will be removed.</param>
            <param name="unattach">If true, then the creature cannot be re-added to the combat state.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatState.GetCreature(System.Nullable{System.UInt32})">
            <summary>
            Get the creature with the specified combat ID. Null if not found.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatState.GetCreatureAsync(System.Nullable{System.UInt32},System.Double)">
            <summary>
            Get the creature with the specified combat ID.
            If the creature doesn't exist, keep checking for a while before timing out and returning null.
            </summary>
            <param name="combatId">Combat ID of the creature to get.</param>
            <param name="timeoutSec">How long to wait for the creature to appear.</param>
            <returns>Specified Creature, or null if it doesn't exist and we've waited long enough.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatState.GetCreaturesOnSide(MegaCrit.Sts2.Core.Combat.CombatSide)">
            <summary>
            Get all the creatures on the specified side.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatState.CreaturesOnCurrentSide">
            <summary>
            Get all the creatures on the currently-active side.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatState.GetOpponentsOf(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Get all opponents of a creature.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatState.GetTeammatesOf(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Get all teammates of a creature, including the creature itself.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.CombatState.HittableEnemies">
             <summary>
             Get all hittable enemies.
             See <see cref="P:MegaCrit.Sts2.Core.Entities.Creatures.Creature.IsHittable"/> for a definition.
            
             NOTE: We shouldn't add too many methods like this, this one is just extremely common because it's used for AOE
             and random attack targeting.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatState.IterateHookListeners">
            <summary>
            Get all the models that should have combat hooks called on them.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatState.AddCreature(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Adds a creature to the combat.
            This should almost always be called right after CreateCreature. Until this is called, creatures cannot be targeted
            and their powers will not be triggered. It is separate so that creatures can be removed from combat and re-added
            to it later. Currently, this is only used in the Doormaker combat.
            </summary>
            <param name="creature">The creature to add to the combat.</param>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Combat.CombatStateTracker.CombatStateChanged">
            <summary>
            Fired whenever any part of the combat's state changes (card changes piles, power applied/removed, damage dealt,
            block gained/lost, etc.).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.CombatStateTracker.NotifyCombatStateChanged(System.String)">
            <summary>
            Notify the world that something in the combat state changed.
            </summary>
            <param name="caller">The name of the method that triggered this.</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Combat.History.CombatHistory">
            <summary>
            A history of most events that have happened in combat.
            Each entry should be logged immediately after the event occurs, but before its AfterX hook is executed.
            For example, a CardPlayedEntry is logged immediately after the card is played, but before AfterCardPlayed is
            executed.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.History.CombatHistoryEntry.Actor">
            <summary>
            Who performed this action?
            Even if this was a player-specific action (like drawing a card or gaining energy),
            this will be the player's creature.
            Null if the action was not performed by any creature, like when a player loses HP from Royal Poison.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.History.CombatHistoryEntry.RoundNumber">
            <summary>
            What round was it when this action occurred?
            See <see cref="P:MegaCrit.Sts2.Core.Entities.Players.PlayerCombatState.TurnNumber"/> and <see cref="P:MegaCrit.Sts2.Core.Combat.ICombatState.RoundNumber"/> to understand the
            difference between the two.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.History.CombatHistoryEntry.CurrentSide">
             <summary>
             Which side's turn was it when this action occurred?
            
             This will not always be the same as Actor.Side. For example, if you attack a monster with Thorns, the entry for
             the Thorns damage will have Actor.Side = Monster (since the monster is the one dealing damage back), but
             CurrentSide will be Player (since it's the player's turn).
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.History.CombatHistoryEntry.History">
            <summary>
            The history object that this entry is in.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Combat.History.CombatHistoryEntry._playerTurnNumbers">
            <summary>
            The turn numbers of all the players in combat when this action occurred.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.History.CombatHistoryEntry.HappenedThisTurn(MegaCrit.Sts2.Core.Combat.ICombatState)">
            <summary>
            Did this action happen during the current turn?
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.History.CombatHistoryEntry.HappenedLastPlayerTurn(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Did this action happen during the specified player's last turn?
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.History.Entries.CardPlayFinishedEntry.CardPlay">
            <summary>
            The instance of the card play that finished.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.History.Entries.CardPlayFinishedEntry.WasEthereal">
             <summary>
             Tracks if the card was Ethereal at the time it was played.
            
             This is a HACK in order to make <see cref="T:MegaCrit.Sts2.Core.Models.Cards.BansheesCry"/> work.
             If we end up with more WasX properties like this, we should add some sort of snapshot mechanism so that
             <see cref="P:MegaCrit.Sts2.Core.Combat.History.Entries.CardPlayFinishedEntry.CardPlay"/> represents the state of the card at the time it was played.
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.History.Entries.CardPlayStartedEntry.CardPlay">
            <summary>
            The instance of the card play that started.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Combat.History.Entries.DamageReceivedEntry">
            <summary>
            Tracks every time a creature receives damage.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.ICombatState.RunState">
            <summary>
            The state of the run that this combat exists in.
            Will be <see cref="P:MegaCrit.Sts2.Core.Combat.ICombatState.RunState"/> in gameplay and <see cref="T:MegaCrit.Sts2.Core.Runs.NullRunState"/> in some test/debug scenarios.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Combat.ICombatState.CreaturesChanged">
            <summary>
            Fired whenever the arrangement of creatures in the combat changes. Specifically, when:
            * A creature is added.
            * A creature is removed.
            * A creature's index changes.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.ICombatState.Allies">
            <summary>
            Get all creatures on the Allies side.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.ICombatState.Enemies">
            <summary>
            Get all creatures on the Enemies side.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.ICombatState.Creatures">
            <summary>
            Get all creatures in the combat on all sides.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.ICombatState.PlayerCreatures">
            <summary>
            Get all the player creatures in the combat.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.ICombatState.Players">
            <summary>
            Get all players in the combat.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.ICombatState.Modifiers">
            <summary>
            List of custom modifiers applied to this combat, usually via daily or custom runs.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.ICombatState.MultiplayerScalingModel">
            <summary>
            The model used to scale various things (block, power application) in multiplayer.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.ICombatState.RoundNumber">
            <summary>
            BE CAREFUL! You usually want <see cref="P:MegaCrit.Sts2.Core.Entities.Players.PlayerCombatState.TurnNumber"/> instead of this.
            The round of combat that we're on in this combat.
            A "round" encompasses both the player's turn (or turns if a player takes an extra turn) and the enemy's turn.
            This starts at 1, so it should never be 0.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.ICombatState.CurrentSide">
            <summary>
            The side that is active in this combat.
            A round starts with the player side being active, then switches to the enemy side after all players have ended
            their turn.
            When the enemy turn ends, the current side changes back to the player side, and the round number is incremented.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.ICombatState.EscapedCreatures">
            <summary>
            A list of creatures that escaped (were removed without dying) during the encounter. Used when rewards are given.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.ICombatState.CreateCard``1(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Runs.ICardScope.CreateCard``1(MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.ICombatState.CreateCard(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Runs.ICardScope.CreateCard(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.ICombatState.CloneCard(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            WARNING: If you're specifically intending to create a clone in combat for an effect like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.DualWield"/>,
            you should use <see cref="M:MegaCrit.Sts2.Core.Models.CardModel.CreateClone"/> instead.
            See <see cref="M:MegaCrit.Sts2.Core.Runs.ICardScope.CloneCard(MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.ICombatState.AddCard(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Runs.ICardScope.AddCard(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.ICombatState.ContainsCard(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Does this state contain the specified card?
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.ICombatState.AddPlayer(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Add a player's creature on the Allies side.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.ICombatState.CreateCreature(MegaCrit.Sts2.Core.Models.MonsterModel,MegaCrit.Sts2.Core.Combat.CombatSide,System.String)">
            <summary>
            Creates a new creature from a monster in this combat state.
            After you create the creature, you should call AddCreature to add it to combat. This can be done immediately
            or after some time.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.ICombatState.CreatureEscaped(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Call this to remove a creature that escaped rather than dying.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.ICombatState.RemoveCreature(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Boolean)">
            <summary>
            Removes the creature from combat.
            </summary>
            <param name="creature">The creature that will be removed.</param>
            <param name="unattach">If true, then the creature cannot be re-added to the combat state.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.ICombatState.GetCreature(System.Nullable{System.UInt32})">
            <summary>
            Get the creature with the specified combat ID. Null if not found.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.ICombatState.GetCreatureAsync(System.Nullable{System.UInt32},System.Double)">
            <summary>
            Get the creature with the specified combat ID.
            If the creature doesn't exist, keep checking for a while before timing out and returning null.
            </summary>
            <param name="combatId">Combat ID of the creature to get.</param>
            <param name="timeoutSec">How long to wait for the creature to appear.</param>
            <returns>Specified Creature, or null if it doesn't exist and we've waited long enough.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.ICombatState.GetCreaturesOnSide(MegaCrit.Sts2.Core.Combat.CombatSide)">
            <summary>
            Get all the creatures on the specified side.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.ICombatState.CreaturesOnCurrentSide">
            <summary>
            Get all the creatures on the currently-active side.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.ICombatState.GetOpponentsOf(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Get all opponents of a creature.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.ICombatState.GetTeammatesOf(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Get all teammates of a creature, including the creature itself.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Combat.ICombatState.HittableEnemies">
             <summary>
             Get all hittable enemies.
             See <see cref="P:MegaCrit.Sts2.Core.Entities.Creatures.Creature.IsHittable"/> for a definition.
            
             NOTE: We shouldn't add too many methods like this, this one is just extremely common because it's used for AOE
             and random attack targeting.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.ICombatState.IterateHookListeners">
            <summary>
            Get all the models that should have combat hooks called on them.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.ICombatState.AddCreature(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Adds a creature to the combat.
            This should almost always be called right after CreateCreature. Until this is called, creatures cannot be targeted
            and their powers will not be triggered. It is separate so that creatures can be removed from combat and re-added
            to it later. Currently, this is only used in the Doormaker combat.
            </summary>
            <param name="creature">The creature to add to the combat.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Combat.ICombatState.IsLiveCombat">
            <summary>
            Returns true if this represents a live combat.
            If this is false, then you should only trust that whatever object you retrieved this combat state from (like a
            Creature) exists, and not any other object, like other Creatures or the NCombatRoom.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase">
            <summary>
            Marks the phase of the player's turn in combat.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.None">
            <summary>
            No phase. Used when combat is not in progress and during the enemy's turn.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.Start">
             <summary>
             The start of the turn.
             The player is in this phase from the moment combat switches over from the enemy's turn until the player is
             allowed to play cards.
            
             This encompasses many things, including:
             - Block clear
             - <see cref="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterSideTurnStart(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature})"/>
             - Start-of-turn orb passive triggers
             - Energy reset
             - Hand draw
             </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.AutoPrePlay">
             <summary>
             The phase of the turn where start-of-turn auto-play effects happen.
             This is when <see cref="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterAutoPrePlayPhaseEntered(MegaCrit.Sts2.Core.GameActions.Multiplayer.HookPlayerChoiceContext,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Players.Player)"/> is called.
            
             Examples:
             - <see cref="T:MegaCrit.Sts2.Core.Models.Relics.HistoryCourse"/>
             - <see cref="T:MegaCrit.Sts2.Core.Models.Enchantments.Imbued"/>
             - <see cref="T:MegaCrit.Sts2.Core.Models.Relics.WhisperingEarring"/>
             </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.Play">
            <summary>
            The phase of the turn where the player is allowed to manually play cards and use potions.
            In this phase, hooks only happen in response to player actions.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.AutoPostPlay">
             <summary>
             The phase of the turn where end-of-turn auto-play effects happen.
             This is when <see cref="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterAutoPostPlayPhaseEntered(MegaCrit.Sts2.Core.GameActions.Multiplayer.HookPlayerChoiceContext,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Players.Player)"/> is called.
            
             Examples:
             - <see cref="T:MegaCrit.Sts2.Core.Models.Cards.IAmInvincible"/>
             - <see cref="T:MegaCrit.Sts2.Core.Models.Powers.StampedePower"/>
             </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.End">
             <summary>
             The end of the turn.
             The player is in this phase from the moment all players have hit "end turn" and all queued cards have finished
             playing until combat switches over to the enemy's turn.
            
             This encompasses many things, including:
             - <see cref="M:MegaCrit.Sts2.Core.Hooks.Hook.BeforeTurnEnd(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature})"/>
             - End-of-turn orb passive triggers
             - Hand flush
             - <see cref="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterTurnEnd(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature})"/>
             </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand">
            <summary>
            A "builder" command that allows you to chain method calls to build up the property of an attack.
            This pattern is very similar to how Godot Tweens are built up.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.Attacker">
            <summary>
            The creature performing this attack.
            It's safe to assume this is non-null once the attack is being executed.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.ModelSource">
            <summary>
            The model that this attack comes from, such as an attack card.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand._damagePerHit">
            <summary>
            The amount of damage that this attack will deal on each hit.
            This will be ignored if <see cref="F:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand._calculatedDamageVar"/> is set.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand._calculatedDamageVar">
            <summary>
            Dynamic var that calculates how much damage each hit does.
            Used for cards that do dynamic amounts of damage based on combat state, like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.PerfectedStrike"/>.
            Settings this will cause <see cref="F:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand._damagePerHit"/> to be ignored.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand._hitCount">
            <summary>
            The number of hits this attack should do.
            The actual number of hits may be modified by hooks.
            If you need to check the final number of hits, check <see cref="P:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.Results"/> after the attack has been executed.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand._sourceType">
            <summary>
            The source of this attack.
            Without this, we have to glean it from some combination of Attacker and ModelSource, which can get tricky in
            cases like Osty attacks.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand._singleTarget">
            <summary>
            Set for single target attacks. Is null for AOE attacks.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.GetPossibleTargets">
            <summary>
            The creatures being targeted by this attack.
            For random attacks, this contains all possible targets, and for custom attacks using
            <see cref="T:MegaCrit.Sts2.Core.Commands.Builders.AttackContext"/>, this will be empty.
            After the attack has been executed, you can check <see cref="P:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.Results"/> to see which targets were actually hit.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.DamageProps">
            <summary>
            The ValueProps of the damage that this attack deals.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.IsSingleTargeted">
            <summary>
            Whether this attack is targeting a single creature.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.IsMultiTargeted">
            <summary>
            Whether this attack is targeting multiple creatures.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.IsRandomlyTargeted">
            <summary>
            Whether this attack is randomly targeted.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.Results">
            <summary>
            The resulting instances of damage from this attack.
            Each inner list is from an individual hit from this attack (so if we have a multi-attack, we have multiple lists)
            This will start out empty, and will be populated after <see cref="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.Execute(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext)"/> finishes running.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand._waitBeforeHit">
            <summary>
            fast, standard
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.#ctor(System.Decimal)">
            <summary>
            Create a new attack command.
            </summary>
            <param name="damagePerHit">The amount of damage this attack should deal on each hit.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.#ctor(MegaCrit.Sts2.Core.Localization.DynamicVars.CalculatedDamageVar)">
            <summary>
            Create a new attack command
            </summary>
            <param name="calculatedDamageVar">
            Dynamic var that calculates how much damage each hit does.
            Used for cards that do dynamic amounts of damage based on combat state, like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.PerfectedStrike"/>.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.FromCard(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Set the attack to come from the specified card.
            This also automatically sets the attacker as the card's owner, and the attacker animation name/delay to the card
            owner's defaults.
            </summary>
            <param name="card">Card that the attack came from.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.FromMonster(MegaCrit.Sts2.Core.Models.MonsterModel)">
            <summary>
            Set the attack to come from the specified monster.
            </summary>
            <param name="monster">Monster that the attack came from.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.Targeting(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Set the attack to target the specified creature.
            </summary>
            <param name="target">Creature for the attack to target.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.TargetingAllOpponents(MegaCrit.Sts2.Core.Combat.ICombatState)">
            <summary>
            Set the attack to target the opponents of the Attacker.
            Differs from TargetingAll because the list of targets is refreshed between every hit
            meaning that new creatures added to the combat will become valid targets
            </summary>
            <param name="combatState">Combat state that we will be pulling the opponents from</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.TargetingRandomOpponents(MegaCrit.Sts2.Core.Combat.ICombatState,System.Boolean)">
            <summary>
            Sets the attack to target random opponents of the attacker.
            A new random target will be chosen on each hit.
            </summary>
            <param name="combatState">Combat state that we will be pulling the opponents from</param>
            <param name="allowDuplicates">
            Whether the same target can be hit multiple times.
            In real gameplay, we pretty much always want this to be true, but we pass false sometimes for testing.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.Unpowered">
             <summary>
             Set the attack to deal unpowered damage.
            
             WARNING: 99% of the time, when unpowered damage is dealt, it shouldn't be considered an
             attack (like via <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Burn"/>). However, occasionally we want to do a real attack
             that skips powers (like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Omnislice"/>), so this is useful there.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.WithAttackerAnim(System.String,System.Single,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Set the attack to play the specified animation on the attacker.
            </summary>
            <param name="animName">Name of the animation trigger.</param>
            <param name="delay">Amount of time to wait for the animation to complete before proceeding.</param>
            <param name="visualAttacker">
            Optional custom creature to visually display as the attacker in this animation.
            Good for attacks like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.ByrdSwoop"/> where we want a pet to animate for the attack, even though the
            actual attack is coming from the attack's owner.
            If this is left null, the attack's owning creature will play the animation.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.AfterAttackerAnim(System.Func{System.Threading.Tasks.Task})">
            <summary>
            Logic to execute after the attacker animation plays. Good for one-offs.
            Note: If you find yourself calling this with the same logic in many different attacks, consider making a
            first-class builder method for the logic instead.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.WithAttackerFx(System.String,System.String,System.String)">
            <summary>
            Set the attack to play the specified VFX/SFX on attacker.
            </summary>
            <param name="vfx">File path of the VFX.</param>
            <param name="sfx">File path of the SFX.</param>
            <param name="tmpSfx">
            Temporary SFX file path. If the attack uses temporary non-FMOD SFX, pass this instead of sfx using keyword args.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.WithAttackerFx(System.Func{Godot.Node2D})">
            <summary>
            Set the attack to add the specified custom VFX node to the combat VFX container when the owner attacks.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.WithWaitBeforeHit(System.Single,System.Single)">
            <summary>
            Set a wait time before each hit and hit VFX/SFX.
            Uses the same wait time signature as <see cref="M:MegaCrit.Sts2.Core.Commands.Cmd.CustomScaledWait(System.Single,System.Single,System.Boolean,System.Threading.CancellationToken)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.WithHitFx(System.String,System.String,System.String)">
            <summary>
            Set the attack to play the specified VFX/SFX on the target(s) when they're hit.
            </summary>
            <param name="vfx">File path of the VFX.</param>
            <param name="sfx">File path of the SFX.</param>
            <param name="tmpSfx">
            Temporary SFX file path. If the attack uses temporary non-FMOD SFX, pass this instead of sfx using keyword args.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.SpawningHitVfxOnEachCreature">
            <summary>
            If this attack hits multiple creatures, this sets the hit VFX to spawn on each creature rather than on the side.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.WithHitVfxSpawnedAtBase">
            <summary>
            If there is a hit VFX set, this makes it spawn at the creature's base rather than its center.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.WithHitVfxNode(System.Func{MegaCrit.Sts2.Core.Entities.Creatures.Creature,Godot.Node2D})">
            <summary>
            Set the attack to add the specified custom VFX node to the combat VFX container when the target(s) are hit.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.OnlyPlayAnimOnce">
            <summary>
            Set the attack to only play animations/VFX/SFX once, even on a multi-hit.
            Good for situations where a single bespoke attack animation illustrates multiple hits.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.WithHitCount(System.Int32)">
            <summary>
            Set the number of hits this attack should do.
            </summary>
            <param name="hitCount">The number of times this attack should hit.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.BeforeDamage(System.Func{System.Threading.Tasks.Task})">
            <summary>
            Logic to execute before each instance of damage is dealt. Good for one-offs.
            Note: If you find yourself calling this with the same logic in many different attacks, consider making a
            first-class builder method for the logic instead.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.CreateContextAsync(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Creates an attack context for grouping multiple damage calls as a single attack.
            Use with `await using` to automatically call BeforeAttack and AfterAttack hooks.
            </summary>
            <param name="combatState">The current combat state</param>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="cardSource">The card that is the source of this attack</param>
            <returns>An AttackContext ready for use with await using</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.Execute(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext)">
            <summary>
            Execute this attack.
            If you forget to set some required values (like attacker or target), this will error.
            </summary>
            <param name="choiceContext">
            The context that is signalled in the event of a player choice. If null, a
            <see cref="T:MegaCrit.Sts2.Core.GameActions.Multiplayer.BlockingPlayerChoiceContext"/> is used. This should only be done when a monster is attacking.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.IncrementHitsInternal">
            <summary>
            NEVER CALL THIS FROM MODELS, only in system code where you know exactly what you're doing.
            Increment the number of hits this attack should do.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand.AddResultsInternal(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.DamageResult})">
            <summary>
            NEVER CALL THIS FROM MODELS, only in system code where you know exactly what you're doing.
            Add a set of DamageResults to the list of results for this attack.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Commands.Builders.AttackContext">
            <summary>
            A context for grouping multiple damage calls as a single attack for hook purposes.
            Use with C#'s `await using` statement to automatically call BeforeAttack and AfterAttack hooks.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackContext.#ctor(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Private constructor. Use <see cref="M:MegaCrit.Sts2.Core.Commands.Builders.AttackContext.CreateAsync(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.CardModel)"/> to create instances.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackContext.CreateAsync(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Creates a new AttackContext and calls the BeforeAttack hook.
            </summary>
            <param name="combatState">The current combat state</param>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="cardSource">The card that is the source of this attack</param>
            <returns>An initialized AttackContext ready for use with await using</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackContext.AddHit(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.DamageResult})">
            <summary>
            Add to the list of hits that have been done within the context of this attack.
            </summary>
            <param name="results">DamageResults from the hit.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Builders.AttackContext.DisposeAsync">
            <summary>
            Disposes the context and calls the AfterAttack hook.
            This is automatically called when exiting an await using block.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.AutoPlay(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Entities.Cards.AutoPlayType,System.Boolean,System.Boolean)">
            <summary>
            Automatically play a card for free. Used for non-player-choice card playing effects.
            </summary>
            <example>
            Examples of where this would be used:
            * Havoc ("Play the top card of your Draw Pile and Exhaust it.")
            * Duplication Potion ("This turn, your next card is played twice.")
            </example>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="card">Card to autoplay.</param>
            <param name="target">Target for the autoplay. Will be randomized if null.</param>
            <param name="type">Type of autoplay. Certain checks may be bypassed for different autoplay types.</param>
            <param name="skipXCapture">
            If true, skip capturing the X value for X-cost cards and X-star cost cards. Use this when the caller has already
            spent energy/stars via SpendResources, which sets CapturedXValue to the energy spent and stars spent.
            </param>
            <param name="skipCardPileVisuals">Skip card pile visuals (tween to/from pile, smoke puff VFX, etc).</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.Discard(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Discard a card.
            WARNING: If you're discarding multiple cards at once for an effect like Concentrate or Gambler's Brew, do NOT
            use this method inside a loop, because the timing of the Sly effect will be incorrect. Instead, use the overload
            of this method that takes an IEnumerable.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="card">Card to discard.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.Discard(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel})">
            <summary>
            Discard multiple cards.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="cards">Cards to discard.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.DiscardAndDraw(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel},System.Int32)">
            <summary>
            Discard cards, then draw cards.
            Unlike calling <see cref="M:MegaCrit.Sts2.Core.Commands.CardCmd.Discard(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.CardModel)"/> followed by
            <see cref="M:MegaCrit.Sts2.Core.Commands.CardPileCmd.Draw(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)"/>, this will wait to trigger the discard-related hooks
            until after the draw is complete.
            Good for effects like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.CalculatedGamble"/>.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="cardsToDiscard">Cards to discard.</param>
            <param name="cardsToDraw">Number of cards to draw.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.Downgrade(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Downgrades a card to its base form.
            Keeps things like enchantments and conditions.
            </summary>
            <param name="card">Card to downgrade.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.Exhaust(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.CardModel,System.Boolean,System.Boolean)">
            <summary>
            Exhaust a card.
            Note: do NOT make a bulk version of this; the hooks for one exhausted card should fully run before the next
            card starts exhausting.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="card">Card to exhaust.</param>
            <param name="causedByEthereal">
            Was this Exhaust caused by Ethereal?
            This should always be false except the specific case in <see cref="T:MegaCrit.Sts2.Core.Combat.CombatManager"/>.
            </param>
            <param name="skipVisuals">Skip card pile visuals (tween to/from pile, smoke puff VFX, etc).</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.Upgrade(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Nodes.CommonUi.CardPreviewStyle)">
            <summary>
            Upgrade a card.
            Use this for actually upgrading a card, not for previewing an upgrade, because it won't highlight value changes.
            </summary>
            <param name="card">Card to upgrade.</param>
            <param name="style">How the upgraded card is displayed to the player.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.Upgrade(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel},MegaCrit.Sts2.Core.Nodes.CommonUi.CardPreviewStyle)">
            <summary>
            Upgrade a set of cards.
            Use this for actually upgrading cards, not for previewing upgrades, because it won't highlight value changes.
            </summary>
            <param name="cards">Cards to upgrade.</param>
            <param name="style">How multiple cards are aligned if previewed together.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.TransformToRandom(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Random.Rng,MegaCrit.Sts2.Core.Nodes.CommonUi.CardPreviewStyle)">
            <summary>
            Transform a card to another randomly-selected card.
            </summary>
            <param name="original">Card to transform from.</param>
            <param name="rng">RNG to use for random card.</param>
            <param name="style">How the transformed card is displayed to the player.</param>
            <returns>The replacement card.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.TransformTo``1(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Nodes.CommonUi.CardPreviewStyle)">
            <summary>
            Transform a card into a new card of the specified type.
            </summary>
            <param name="original">Card to transform from.</param>
            <param name="style">How the transformed card is displayed to the player.</param>
            <typeparam name="T">Card type to transform to.</typeparam>
            <returns>The replacement card.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.Transform(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Nodes.CommonUi.CardPreviewStyle)">
            <summary>
            Transform a card to another card.
            </summary>
            <param name="original">Card to transform from.</param>
            <param name="replacement">Card to transform to.</param>
            <param name="style">How the transformed card is displayed to the player.</param>
            <returns>The replacement card.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.PileIndexSort(System.ValueTuple{MegaCrit.Sts2.Core.Entities.Cards.CardTransformation,MegaCrit.Sts2.Core.Entities.Cards.CardPile,System.Int32,MegaCrit.Sts2.Core.Models.CardModel},System.ValueTuple{MegaCrit.Sts2.Core.Entities.Cards.CardTransformation,MegaCrit.Sts2.Core.Entities.Cards.CardPile,System.Int32,MegaCrit.Sts2.Core.Models.CardModel})">
            <summary>
            Comparer to sort a list of CardPile and card index in ascending card index order.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.Transform(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Cards.CardTransformation},MegaCrit.Sts2.Core.Random.Rng,MegaCrit.Sts2.Core.Nodes.CommonUi.CardPreviewStyle)">
            <summary>
            Transforms several cards to other cards.
            </summary>
            <param name="transformations">Cards to transform.</param>
            <param name="rng">Random number generator to use when choosing from random options.</param>
            <param name="style">How the transformed cards are displayed to the player.</param>
            <returns>The replacement card.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.Enchant``1(MegaCrit.Sts2.Core.Models.CardModel,System.Decimal)">
            <summary>
            Apply an Enchantment to a card.
            </summary>
            <param name="card">Card to enchant.</param>
            <param name="amount">Amount of the enchantment to apply.</param>
            <typeparam name="T">Type of enchantment to apply.</typeparam>
            <returns>Enchantment that was applied, or null if it failed.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.Enchant(MegaCrit.Sts2.Core.Models.EnchantmentModel,MegaCrit.Sts2.Core.Models.CardModel,System.Decimal)">
            <summary>
            Apply an Enchantment to a card.
            Use this for actually enchanting a card, not for previewing an enchantment, because it won't highlight value
            changes.
            </summary>
            <param name="enchantment">Enchantment to apply.</param>
            <param name="card">Card to enchant.</param>
            <param name="amount">Amount of the enchantment to apply.</param>
            <returns>Enchantment that was applied, or null if it failed.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.ClearEnchantment(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Clear a card's Enchantment if it has one.
            </summary>
            <param name="card">Card whose enchantment we want to clear.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.AfflictAndPreview``1(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel},System.Decimal,MegaCrit.Sts2.Core.Nodes.CommonUi.CardPreviewStyle)">
            <summary>
            Apply Afflictions to cards and show it to the owning player if they are the local player.
            </summary>
            <param name="cards">Cards to afflict.</param>
            <param name="amount">Amount of the affliction to apply.</param>
            <param name="style">The style of preview to use.</param>
            <typeparam name="T">Type of affliction to apply.</typeparam>
            <returns>Afflictions that were applied.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.Afflict``1(MegaCrit.Sts2.Core.Models.CardModel,System.Decimal)">
            <summary>
            Apply an Affliction to a card.
            </summary>
            <param name="card">Card to afflict.</param>
            <param name="amount">Amount of the affliction to apply.</param>
            <typeparam name="T">Type of affliction to apply.</typeparam>
            <returns>Affliction that was applied, or null if it failed.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.Afflict(MegaCrit.Sts2.Core.Models.AfflictionModel,MegaCrit.Sts2.Core.Models.CardModel,System.Decimal)">
            <summary>
            Apply an Affliction to a card.
            </summary>
            <param name="affliction">Affliction to apply.</param>
            <param name="card">Card to afflict.</param>
            <param name="amount">Amount of the affliction to apply.</param>
            <returns>Affliction that was applied, or null if it failed.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.ClearAffliction(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Clear a card's Affliction if it has one.
            </summary>
            <param name="card">Card whose affliction we want to clear.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.ApplyKeyword(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.CardKeyword[])">
            <summary>
            Apply keywords to a card.
            </summary>
            <param name="card">Card to apply keyword too.</param>
            <param name="keywords">keywords to apply.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.ApplySingleTurnSly(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Apply Sly to a card for the current turn only.
            </summary>
            <param name="card">Card to apply single-turn Sly to.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.Preview(MegaCrit.Sts2.Core.Models.CardModel,System.Single,MegaCrit.Sts2.Core.Nodes.CommonUi.CardPreviewStyle)">
            <summary>
            Creates a set of NCards that spawn in the middle of the screen, then fly to the pile they're in.
            Useful for when you want to preview cards that are being added to a pile.
            </summary>
            <param name="card">Card to preview.</param>
            <param name="time">How long the card lingers before it goes off screen</param>
            <param name="style">How multiple cards are aligned if previewed together.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardCmd.Preview(System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Models.CardModel},System.Single,MegaCrit.Sts2.Core.Nodes.CommonUi.CardPreviewStyle)">
            <summary>
            Creates a set of NCards that spawn in the middle of the screen, then fly to the pile they're in.
            Useful for when you want to preview cards that are being added to a pile.
            </summary>
            <param name="cards">Cards to preview.</param>
            <param name="time">How long the card lingers before it goes off screen</param>
            <param name="style">How multiple cards are aligned if previewed together.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardPileCmd.RemoveFromDeck(MegaCrit.Sts2.Core.Models.CardModel,System.Boolean)">
            <summary>
            Remove a card from the deck and play an animation.
            </summary>
            <param name="card">Card to remove.</param>
            <param name="showPreview">Whether to show a preview of the card being removed.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardPileCmd.RemoveFromDeck(System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Models.CardModel},System.Boolean)">
            <summary>
            Remove cards from the deck and play an animation.
            </summary>
            <param name="cards">Cards to remove.</param>
            <param name="showPreview">Whether to show a preview of the card being removed.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardPileCmd.RemoveFromCombat(MegaCrit.Sts2.Core.Models.CardModel,System.Boolean)">
            <summary>
            Remove a card from combat and play an animation.
            This will remove the card from any combat pile (<see cref="M:MegaCrit.Sts2.Core.Entities.Cards.PileTypeExtensions.IsCombatPile(MegaCrit.Sts2.Core.Entities.Cards.PileType)"/>) it's in,
            but not from the player's deck.
            </summary>
            <param name="card">Card to remove.</param>
            <param name="skipVisuals">Skip card pile visuals (tween to/from pile, smoke puff VFX, etc).</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardPileCmd.RemoveFromCombat(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel},System.Boolean)">
            <summary>
            Remove cards from combat and play an animation.
            This will remove the cards from any combat pile (<see cref="M:MegaCrit.Sts2.Core.Entities.Cards.PileTypeExtensions.IsCombatPile(MegaCrit.Sts2.Core.Entities.Cards.PileType)"/>) they're
            in, but not from the player's deck.
            </summary>
            <param name="cards">Cards to remove.</param>
            <param name="skipVisuals">Skip card pile visuals (tween to/from pile, smoke puff VFX, etc).</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardPileCmd.AddGeneratedCardToCombat(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.PileType,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Entities.Cards.CardPilePosition)">
            <summary>
            Adds a new card into one of the combat piles.
            Card must have just been generated (ie shivs, infernal blade generation, attack potion).
            We do this, instead of a regular add, because this adds the generated card entry to the combat history.
            </summary>
            <param name="card">Card to add.</param>
            <param name="newPileType">Type of pile to add the card to.</param>
            <param name="creator">Player that created this card if there is one</param>
            <param name="position">Optional position in the pile to add the cards to. Defaults to bottom.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardPileCmd.AddGeneratedCardsToCombat(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel},MegaCrit.Sts2.Core.Entities.Cards.PileType,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Entities.Cards.CardPilePosition)">
            <summary>
            Adds a new card into one of the combat piles.
            Card must have just been generated (ie shivs, infernal blade generation, attack potion).
            We do this, instead of a regular add, because this adds the generated card entry to the combat history.
            </summary>
            <param name="cards">Cards to add.</param>
            <param name="newPileType">Type of pile to add the card to.</param>
            <param name="creator">Player that created this card if ther is one</param>
            <param name="position">Optional position in the pile to add the cards to. Defaults to bottom.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardPileCmd.Add(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.PileType,MegaCrit.Sts2.Core.Entities.Cards.CardPilePosition,MegaCrit.Sts2.Core.Models.AbstractModel,System.Boolean)">
            <summary>
            Add a card to a pile.
            </summary>
            <param name="card">Card to add.</param>
            <param name="newPileType">Type of pile to add the card to.</param>
            <param name="position">Optional position in the pile to add the cards to. Defaults to bottom.</param>
            <param name="clonedBy">The model that cloned this card, if applicable. Used to prevent copy effects from recursing.</param>
            <param name="skipVisuals">Skip card pile visuals (tween to/from pile, smoke puff VFX, etc).</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardPileCmd.Add(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.CardPile,MegaCrit.Sts2.Core.Entities.Cards.CardPilePosition,MegaCrit.Sts2.Core.Models.AbstractModel,System.Boolean)">
            <summary>
            Add a card to a pile.
            </summary>
            <param name="card">Card to add.</param>
            <param name="newPile">Pile to add the card to.</param>
            <param name="position">Optional position in the pile to add the cards to. Defaults to bottom.</param>
            <param name="clonedBy">The model that cloned this card, if applicable. Used to prevent copy effects from recursing.</param>
            <param name="skipVisuals">Skip card pile visuals (tween to/from pile, smoke puff VFX, etc).</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardPileCmd.Add(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel},MegaCrit.Sts2.Core.Entities.Cards.PileType,MegaCrit.Sts2.Core.Entities.Cards.CardPilePosition,MegaCrit.Sts2.Core.Models.AbstractModel,System.Boolean)">
            <summary>
            Add multiple cards to a pile.
            </summary>
            <param name="cards">Cards to add.</param>
            <param name="newPileType">Type of pile to add the cards to.</param>
            <param name="position">Optional position in the pile to add the cards to. Defaults to bottom.</param>
            <param name="clonedBy">The model that cloned this card, if applicable. Used to prevent copy effects from recursing.</param>
            <param name="skipVisuals">Skip card pile visuals (tween to/from pile, smoke puff VFX, etc).</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardPileCmd.Add(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel},MegaCrit.Sts2.Core.Entities.Cards.CardPile,MegaCrit.Sts2.Core.Entities.Cards.CardPilePosition,MegaCrit.Sts2.Core.Models.AbstractModel,System.Boolean)">
            <summary>
            Add multiple cards to a pile.
            </summary>
            <param name="cards">Cards to add.</param>
            <param name="newPile">Pile to add the cards to.</param>
            <param name="position">Optional position in the pile to add the cards to. Defaults to bottom.</param>
            <param name="clonedBy">The model that cloned this card, if applicable. Used to prevent copy effects from recursing.</param>
            <param name="skipVisuals">Skip card pile visuals (tween to/from pile, smoke puff VFX, etc).</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardPileCmd.AddDuringManualCardPlay(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Add a card to the play pile during manual card play.
            This is a highly simplified version of <see cref="M:MegaCrit.Sts2.Core.Commands.CardPileCmd.Add(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.CardPile,MegaCrit.Sts2.Core.Entities.Cards.CardPilePosition,MegaCrit.Sts2.Core.Models.AbstractModel,System.Boolean)"/>
            that makes a bunch of assumptions, and also that doesn't wait on its tweens. This makes most card plays feel more responsive.
            Autoplay from effects like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Havoc"/> don't use this, because they need to wait on their tweens.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardPileCmd.Draw(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Draw a card.
            </summary>
            <param name="choiceContext">The context with which to handle player choices.</param>
            <param name="player">Player who the hand and draw pile belongs to.</param>
            <returns>Card that was drawn, or null if no cards were drawn.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardPileCmd.Draw(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,System.Decimal,MegaCrit.Sts2.Core.Entities.Players.Player,System.Boolean)">
            <summary>
            Draw cards.
            </summary>
            <param name="choiceContext">The context with which to handle player choices.</param>
            <param name="count">Number of cards to draw.</param>
            <param name="player">Player who the hand and draw pile belongs to.</param>
            <param name="fromHandDraw">If this draw happened as part of the initial card draws at the start of your turn.</param>
            <returns>Cards that were drawn.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardPileCmd.Shuffle(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Shuffle the player's discard pile into their draw pile.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="player">Player whose piles we should shuffle.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardPileCmd.AutoPlayFromDrawPile(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player,System.Int32,MegaCrit.Sts2.Core.Entities.Cards.CardPilePosition,System.Boolean)">
            <summary>
            Play cards directly from the draw pile.
            If the draw pile becomes empty before the specified number of cards are played, the discard pile will
            automatically be shuffled into it.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="player">Player whose draw pile we should play from.</param>
            <param name="count">Number of cards to play.</param>
            <param name="position">Position to play the cards from.</param>
            <param name="forceExhaust">Whether or not to force the played cards to be exhausted after.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardPileCmd.ShuffleIfNecessary(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Shuffle the specified player's discard pile into their draw pile IF their draw pile is currently empty.
            If their draw pile has at least one card in it OR their discard pile is empty, this method will do nothing.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardPileCmd.ShuffleFtueCheck">
            <summary>
            The first time the discard pile is shuffled into the draw pile, the Shuffle FTUE shows up
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardSelectCmd.Reset">
            <summary>
            Clears all active selectors. Call this during run cleanup to prevent selectors
            leaked by stuck async tasks (e.g., WhisperingEarring mid-auto-play when a run ends)
            from affecting subsequent runs.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Commands.CardSelectCmd.Selector">
            <summary>
            The currently active automated card selector.
            Used by tests, AutoSlay, and gameplay effects that auto-play cards (e.g., WhisperingEarring).
            When set, card selection UI is bypassed and cards are selected automatically.
            Returns the top of the stack, or null if empty.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardSelectCmd.UseSelector(MegaCrit.Sts2.Core.TestSupport.ICardSelector)">
            <summary>
            Sets the automated card selector for the duration of the returned scope.
            Disposing the scope clears all selectors.
            Throws if a selector is already active (use PushSelector for stacking behavior).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardSelectCmd.PushSelector(MegaCrit.Sts2.Core.TestSupport.ICardSelector)">
            <summary>
            Pushes a new selector onto the stack. When disposed, the previous selector is restored.
            Use this when you need temporary selector behavior (e.g., WhisperingEarring's auto-play).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardSelectCmd.SuspendSelectorForTest">
            <summary>
            TEST ONLY!
            Temporarily pops the top of the selector stack so tests can exercise the network-synchronized card-selection
            branches that are otherwise bypassed when a selector is active.
            Returns a no-op scope if the stack is already empty.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Commands.CardSelectCmd.NoOpScope">
            <summary>
            Used by <see cref="M:MegaCrit.Sts2.Core.Commands.CardSelectCmd.SuspendSelectorForTest"/> to conform to the normal interface when there's no card selector.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Commands.CardSelectCmd.RestoreSelectorScope">
            <summary>
            Used by <see cref="M:MegaCrit.Sts2.Core.Commands.CardSelectCmd.SuspendSelectorForTest"/> to temporarily suspend the current card selector so it can be
            restored later.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardSelectCmd.ReportSoftlock">
            <summary>
            Reports a potential softlock to Sentry and logs an error. Called when a selection screen would have been
            shown with 0 options, which would leave the player stuck. The caller returns empty to gracefully recover,
            but the underlying cause is still a bug that should be investigated and fixed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardSelectCmd.FromChooseACardScreen(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Models.CardModel},MegaCrit.Sts2.Core.Entities.Players.Player,System.Boolean)">
            <summary>
            Begins card selection for the given player, selecting from a small list.
            Only works with a small number of cards (right now 3 or fewer). Good for in-combat card generator effects like
            Attack Potion.
            If the player is the local player, this brings up the card selection screen.
            If the player is a remote player, this waits for that player to select a card.
            </summary>
            <param name="context">The context to signal when player choice has begun and ended.</param>
            <param name="cards">Cards to show.</param>
            <param name="player">The player that is picking cards.</param>
            <param name="canSkip">
                Whether or not the card choice can be skipped.
                NOTE: If we add any more params like this, we should probably refactor it to use CardSelectorPrefs.
            </param>
            <returns>The card that was selected.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardSelectCmd.FromSimpleGridForRewards(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,System.Collections.Generic.List{MegaCrit.Sts2.Core.Entities.Cards.CardCreationResult},MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.CardSelection.CardSelectorPrefs)">
            <summary>
            Begins card selection for the given player, selecting from a grid.
            Intended for cards that the player will add to their deck. Supports flashing modifications of the card creation
            by relics over the card.
            If the player is the local player, this brings up the card selection screen.
            If the player is a remote player, this waits for that player to select a card.
            </summary>
            <param name="context">The context to use when signalling player choice.</param>
            <param name="cards">Cards to show in the grid, including any modifications applied to those cards.</param>
            <param name="player">The player that is picking cards.</param>
            <param name="prefs">CardSelectorPrefs</param>
            <returns>The selected cards.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardSelectCmd.FromSimpleGrid(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Models.CardModel},MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.CardSelection.CardSelectorPrefs)">
            <summary>
            Begins card selection for the given player, selecting from a grid.
            Good for selecting cards from potentially large lists (draw/discard pile, "any Ironclad card", etc.) without
            any extra bespoke UI (no upgrade/enchant previews, etc.).
            If the player is the local player, this brings up the card selection screen.
            If the player is a remote player, this waits for that player to select a card.
            </summary>
            <param name="context">The context to use when signalling player choice.</param>
            <param name="cardsIn">Cards to show in the grid. It is copied after passed.</param>
            <param name="player">The player that is picking cards.</param>
            <param name="prefs">CardSelectorPrefs</param>
            <returns>The selected cards.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardSelectCmd.FromDeckForUpgrade(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.CardSelection.CardSelectorPrefs)">
            <summary>
            Select from the upgradable cards in the player's deck. Shows an upgrade preview before returning. Good for
            "select a card to upgrade" screens (Rest Site smith, some events, etc.).
            </summary>
            <param name="player">Player whose deck to show.</param>
            <param name="prefs">CardSelectorPrefs</param>
            <returns>Selected cards.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardSelectCmd.FromDeckForTransformation(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.CardSelection.CardSelectorPrefs,System.Func{MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.CardTransformation})">
            <summary>
            Select from the transformable cards in the player's deck. Shows a transform preview before returning. Good for
            "select a card to upgrade" screens (Rest Site smith, some events, etc.).
            </summary>
            <param name="player">Player whose deck to show.</param>
            <param name="prefs">CardSelectorPrefs</param>
            <param name="cardToTransformation">
            A delegate that is called to get the possible transformations for a card. If unsupplied, it will use the default
            transformation (the card is transformed to any other card from the same pool).
            </param>
            <returns>Selected cards.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardSelectCmd.FromDeckForEnchantment(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Models.EnchantmentModel,System.Int32,MegaCrit.Sts2.Core.CardSelection.CardSelectorPrefs)">
            <summary>
            Select from the enchantable cards in the player's deck. Shows an enchant preview before returning. Good for
            "select a card to enchant" screens (events, etc.).
            </summary>
            <param name="player">Player whose deck to show.</param>
            <param name="enchantment">Enchantment to apply to the card.</param>
            <param name="amount">Amount of the enchantment to apply to the card.</param>
            <param name="prefs">CardSelectorPrefs</param>
            <returns>Selected cards.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardSelectCmd.FromDeckForEnchantment(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Models.EnchantmentModel,System.Int32,System.Func{MegaCrit.Sts2.Core.Models.CardModel,System.Boolean},MegaCrit.Sts2.Core.CardSelection.CardSelectorPrefs)">
            <summary>
            Select from the enchantable cards in the player's deck. Shows an enchant preview before returning. Good for
            "select a card to enchant" screens (events, etc.).
            </summary>
            <param name="player">Player whose deck to show.</param>
            <param name="enchantment">Enchantment to apply to the card.</param>
            <param name="amount">Amount of the enchantment to apply to the card.</param>
            <param name="additionalFilter">Additional filter which should return true for cards that should be included in the selection.</param>
            <param name="prefs">CardSelectorPrefs</param>
            <returns>Selected cards.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardSelectCmd.FromDeckForEnchantment(System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Models.CardModel},MegaCrit.Sts2.Core.Models.EnchantmentModel,System.Int32,MegaCrit.Sts2.Core.CardSelection.CardSelectorPrefs)">
            <summary>
            Select from the enchantable cards in the player's deck. Shows an enchant preview before returning. Good for
            "select a card to enchant" screens (events, etc.).
            </summary>
            <param name="cards">Cards to select from. All must be in the player's deck and enchantable.</param>
            <param name="enchantment">Enchantment to apply to the card.</param>
            <param name="amount">Amount of the enchantment to apply to the card.</param>
            <param name="prefs">CardSelectorPrefs</param>
            <returns>Selected cards.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardSelectCmd.FromDeckForRemoval(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.CardSelection.CardSelectorPrefs,System.Func{MegaCrit.Sts2.Core.Models.CardModel,System.Boolean})">
            <summary>
            Select from removable cards in the player's deck. Good for "select a card to remove" screens like the Merchant's
            card removal option.
            </summary>
            <param name="player">Player whose deck to remove from.</param>
            <param name="prefs">CardSelectorPrefs</param>
            <param name="filter">
            Optional filter to exclude certain cards (like hiding un-upgradable cards for the Magic Pot relic).
            Note: We already automatically hide unremovable cards, so this filter doesn't have to worry about that.
            </param>
            <returns>Selected cards.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardSelectCmd.FromDeckGeneric(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.CardSelection.CardSelectorPrefs,System.Func{MegaCrit.Sts2.Core.Models.CardModel,System.Boolean},System.Func{MegaCrit.Sts2.Core.Models.CardModel,System.Int32})">
            <summary>
            A generic select screen for the cards in the player's deck. Shows a card selection before returning.
            Does not include upgrading, transforming, or applying enchantments to cards, as those have special UI
            </summary>
            <param name="player">Player whose deck to select from.</param>
            <param name="prefs">CardSelectorPrefs</param>
            <param name="filter">Optional filter to exclude certain cards (like un-removable cards from the deck card removal screen).</param>
            <param name="sortingOrder">Optional func to define the sort order of the cards.</param>
            <returns>Selected cards.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardSelectCmd.FromHand(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.CardSelection.CardSelectorPrefs,System.Func{MegaCrit.Sts2.Core.Models.CardModel,System.Boolean},MegaCrit.Sts2.Core.Models.AbstractModel)">
            <summary>
            Begins card selection, targeting a specific player's hand.
            If the player is the local player, this brings up the card selection screen.
            If the player is a remote player, this waits for that player to select a card.
            Good for simple hand selection without any extra bespoke UI (no upgrade/enchant previews, etc.).
            </summary>
            <param name="context">The context to use when signalling player choice.</param>
            <param name="player">Player whose hand to select from.</param>
            <param name="prefs">CardSelectorPrefs</param>
            <param name="filter">Function describing which cards can be selected. All can be selected if null.</param>
            <param name="source">Model that kicked off the hand selection.</param>
            <returns>The card that was chosen by the given player.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardSelectCmd.FromHandForDiscard(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.CardSelection.CardSelectorPrefs,System.Func{MegaCrit.Sts2.Core.Models.CardModel,System.Boolean},MegaCrit.Sts2.Core.Models.AbstractModel)">
            <summary>
            Begins card selection for discarding, targeting a specific player's hand.
            If the player is the local player, this brings up the card selection screen.
            If the player is a remote player, this waits for that player to select a card.
            </summary>
            <param name="context">The context to use when signalling player choice.</param>
            <param name="player">Player whose hand to select from.</param>
            <param name="prefs">CardSelectorPrefs</param>
            <param name="filter">Function describing which cards can be selected. All can be selected if null.</param>
            <param name="source">Model that kicked off the hand selection.</param>
            <returns>The card that was chosen by the given player.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardSelectCmd.FromHandForUpgrade(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Models.AbstractModel)">
            <summary>
            Begins card selection for upgrading, targeting a specific player's hand.
            If the player is the local player, this brings up the card selection screen.
            If the player is a remote player, this waits for that player to select a card.
            Good for in-combat hand upgrades like Armaments.
            </summary>
            <param name="context">The context to use when signalling player choice.</param>
            <param name="player">Player whose hand to select from.</param>
            <param name="source">Model that kicked off the selection.</param>
            <returns>The card that was chosen by the given player.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CardSelectCmd.FromChooseABundleScreen(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.IReadOnlyList{System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Models.CardModel}})">
            <summary>
            Get a list of canonical CardModels from the Choose a Bundle screen.
            </summary>
            <param name="player">Player choosing the bundle.</param>
            <param name="bundles">Bundles for them to choose from.</param>
            <returns>Chosen bundle.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Cmd.Wait(System.Single,System.Boolean)">
            <summary>
            Waits for a specified amount of time.
            This should be used over Task.Delay for all gameplay-related waits because it uses a Godot timer.
            That means, unlike Task.Delay, this will respect timescale (e.g. for hitpause) and lag.
            </summary>
            <param name="seconds">The amount of seconds to wait.</param>
            <param name="ignoreCombatEnd">If combat is about to end and this is false, the wait will be skipped.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Cmd.Wait(System.Single,System.Threading.CancellationToken,System.Boolean)">
            <summary>
            Waits for a specified amount of time.
            This should be used over Task.Delay for all gameplay-related waits because it uses a Godot timer.
            That means, unlike Task.Delay, this will respect timescale (e.g. for hitpause) and lag.
            </summary>
            <param name="seconds">The amount of seconds to wait.</param>
            <param name="cancelToken">If the cancel token requests cancellation, the wait will immediately end.</param>
            <param name="ignoreCombatEnd">If combat is about to end and this is false, the wait will be skipped.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.Cmd.CustomScaledWait(System.Single,System.Single,System.Boolean,System.Threading.CancellationToken)">
            <summary>
            Wait cmd which can specify the exact timings for each FastModeType.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.Damage(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Localization.DynamicVars.DamageVar,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Damage a creature.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="target">Creature to damage.</param>
            <param name="damageVar">
            DamageVar containing the amount of damage they are taking and the properties of the damage.
            </param>
            <param name="cardSource">Card that dealt the damage. Optional.</param>
            <returns>
            A set of damage results. Can be multiple if another creature absorbs some damage (like Osty via DieForYou).
            </returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.Damage(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Damage a creature.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="target">Creature to damage.</param>
            <param name="amount">Amount of damage it is taking.</param>
            <param name="props">Properties of the damage.</param>
            <param name="cardSource">Card that dealt the damage. Optional.</param>
            <returns>
            A set of damage results. Can be multiple if another creature absorbs some damage (like Osty via DieForYou).
            </returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.Damage(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature},MegaCrit.Sts2.Core.Localization.DynamicVars.DamageVar,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Damage a set of creatures.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="targets">Creatures to damage.</param>
            <param name="damageVar">
            DamageVar containing the amount of damage they are taking and the properties of the damage.
            </param>
            <param name="dealer">Creature who dealt the damage.</param>
            <returns>A set of damage results.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.Damage(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature},System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Damage a set of creatures.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="targets">Creatures to damage.</param>
            <param name="amount">Amount of damage they are taking.</param>
            <param name="props">Properties of the damage.</param>
            <param name="dealer">Creature who dealt the damage.</param>
            <returns>A set of damage results.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.Damage(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Localization.DynamicVars.DamageVar,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Damage a creature.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="target">Creature to damage.</param>
            <param name="damageVar">
            DamageVar containing the amount of damage they are taking and the properties of the damage.
            </param>
            <param name="dealer">Creature who dealt the damage. Optional.</param>
            <returns>
            A set of damage results. Can be multiple if another creature absorbs some damage (like Osty via DieForYou).
            </returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.Damage(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Damage a creature.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="target">Creature to damage.</param>
            <param name="amount">Amount of damage it is taking.</param>
            <param name="props">Properties of the damage.</param>
            <param name="dealer">Creature who dealt the damage. Optional.</param>
            <returns>
            A set of damage results. Can be multiple if another creature absorbs some damage (like Osty via DieForYou).
            </returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.Damage(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Localization.DynamicVars.DamageVar,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Damage a creature.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="target">Creature to damage.</param>
            <param name="damageVar">
            DamageVar containing the amount of damage they are taking and the properties of the damage.
            </param>
            <param name="dealer">Creature who dealt the damage. Optional.</param>
            <param name="cardSource">Card that dealt the damage. Optional.</param>
            <returns>
            A set of damage results. Can be multiple if another creature absorbs some damage (like Osty via DieForYou).
            </returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.Damage(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Damage a creature.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="target">Creature to damage.</param>
            <param name="amount">Amount of damage it is taking.</param>
            <param name="props">Properties of the damage.</param>
            <param name="dealer">Creature who dealt the damage. Optional.</param>
            <param name="cardSource">Card that dealt the damage. Optional.</param>
            <returns>
            A set of damage results. Can be multiple if another creature absorbs some damage (like Osty via DieForYou).
            </returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.Damage(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature},MegaCrit.Sts2.Core.Localization.DynamicVars.DamageVar,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Damage a set of creatures.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="targets">Creatures to damage.</param>
            <param name="damageVar">
            DamageVar containing the amount of damage they are taking and the properties of the damage.
            </param>
            <param name="dealer">Creature who dealt the damage. Optional.</param>
            <param name="cardSource">Card that dealt the damage. Optional.</param>
            <returns>A set of damage results.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.Damage(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature},System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Damage a set of creatures.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="targets">Creatures to damage.</param>
            <param name="amount">Amount of damage they are taking.</param>
            <param name="props">Properties of the damage.</param>
            <param name="dealer">Creature who dealt the damage. Optional.</param>
            <param name="cardSource">Card that dealt the damage. Optional.</param>
            <returns>A set of damage results.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.Kill(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Boolean)">
            <summary>
            Kill the specified creature.
            NOTE: ALL creatures on the opposing side are considered the killer of this creature, no
            matter who struck the killing blow.
            </summary>
            <param name="creature">Creature to kill.</param>
            <param name="force">
            Whether or not to force the death (blocking death prevention by effects like Fairy in a Bottle).
            Usually false, but true in certain built-in cases like abandoning a run.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.Kill(System.Collections.Generic.IReadOnlyCollection{MegaCrit.Sts2.Core.Entities.Creatures.Creature},System.Boolean)">
            <summary>
            Kill the specified creatures.
            NOTE: ALL creatures on the opposing side are considered the killer of these creatures,
            no matter who struck the killing blow.
            </summary>
            <param name="creatures">Creatures to kill.</param>
            <param name="force">
            Whether or not to force the death (blocking death prevention by effects like Fairy in a Bottle).
            Usually false, but true in certain built-in cases like abandoning a run.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.KillWithoutCheckingWinCondition(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Boolean,System.Int32)">
            <summary>
            Kill the specified creature without checking win condition. For internal use only, when we know we will
            be checking the win condition later.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.Escape(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Boolean)">
            <summary>
            Removes creature from combat without killing it and marks it escaped in the combat state.
            Used for things like the EscapeArtist power.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.GainBlock(MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Localization.DynamicVars.BlockVar,MegaCrit.Sts2.Core.Entities.Cards.CardPlay,System.Boolean)">
            <summary>
            Make the specified creature gain the specified amount of block.
            </summary>
            <param name="creature">Creature that should gain block.</param>
            <param name="blockVar">BlockVar containing the amount of block they should gain, and the properties of the block.</param>
            <param name="cardPlay">
            The CardPlay that caused the block gain.
            Null if it was not directly caused by a card play.
            </param>
            <param name="fast">If true, the wait that is performed after block gain is very small. Should be used in scenarios
            where block gain happens quickly in sequence (e.g. After Image, Barnacled Pipe).</param>
            <returns>The amount of block that the creature gained after all modifications were applied.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.GainBlock(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Cards.CardPlay,System.Boolean)">
            <summary>
            Make the specified creature gain the specified amount of block.
            </summary>
            <param name="creature">Creature that should gain block.</param>
            <param name="amount">Amount of block they should gain.</param>
            <param name="props">Properties of the block.</param>
            <param name="cardPlay">
            The CardPlay that caused the block gain.
            Null if it was not directly caused by a card play.
            </param>
            <param name="fast">If true, the wait that is performed after block gain is very small. Should be used in scenarios
            where block gain happens quickly in sequence (e.g. After Image, Barnacled Pipe).</param>
            <returns>The amount of block that the creature gained after all modifications were applied.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.Heal(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,System.Boolean)">
            <summary>
            Heal a creature.
            </summary>
            <param name="creature">Creature to heal.</param>
            <param name="amount">Amount to heal them by.</param>
            <param name="playAnim">
            Whether or not to show the heal animation.
            True by default, and you should leave this true even if you're using it outside of combat (like when healing
            a player at the rest site). Only set it to false if you explicitly want the heal animation to not play even
            while in combat.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.SetCurrentHp(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal)">
            <summary>
            Set a creature's current HP to a new value.
            </summary>
            <param name="creature">Creature whose HP we're setting.</param>
            <param name="amount">New amount of HP they should have.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.GainMaxHp(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal)">
            <summary>
            Increase a creature's maximum HP.
            </summary>
            <param name="creature">Creature to add max HP to.</param>
            <param name="amount">Amount of max HP to add.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.LoseMaxHp(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,System.Boolean)">
            <summary>
            Decrease a creature's maximum HP.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="creature">Creature to remove max HP from.</param>
            <param name="amount">Amount of max HP to remove.</param>
            <param name="isFromCard">
            Whether or not this max HP loss is coming from a card.
            Used to determine whether effects like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Rupture"/> should trigger.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.SetMaxHp(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal)">
            <summary>
            Set a creature's maximum HP to a new value.
            </summary>
            <param name="creature">Creature whose max HP we're setting.</param>
            <param name="amount">New amount of max HP they should have.</param>
            <returns>
            The amount that the creature's max HP changed by.
            A positive number means their max HP increased, a negative number means it decreased.
            </returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.SetMaxAndCurrentHp(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal)">
            <summary>
            Set a creature's maximum AND current HP to a new value.
            </summary>
            <param name="creature">Creature whose max/current HP we're setting.</param>
            <param name="amount">New amount of max/current HP they should have.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.Stun(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.String)">
            <summary>
            Stun the specified creature, performing no logic during their stunned turn.
            </summary>
            <param name="creature">Creature to stun.</param>
            <param name="nextMoveId">
            ID of the move that the creature should perform the turn after they perform stunMove.
            If null or empty, this will default to the last move they performed.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.Stun(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Func{System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature},System.Threading.Tasks.Task},System.String)">
            <summary>
            Stun the specified creature, performing the specified logic during their stunned turn.
            </summary>
            <param name="creature">Creature to stun.</param>
            <param name="stunMove">Logic for the move that the stunned creature will "perform".</param>
            <param name="nextMoveId">
            ID of the move that the creature should perform the turn after they perform stunMove.
            If null or empty, this will default to the last move they performed.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.TriggerAnim(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.String,System.Single)">
            <summary>
            Trigger an animation on the specified creature.
            </summary>
            <param name="creature">Creature to animate.</param>
            <param name="triggerName">Name of the animation trigger.</param>
            <param name="waitTime">Number of seconds to wait after starting the animation.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.DamageCmd.Attack(System.Decimal)">
            <summary>
            Perform an attack.
            See <see cref="T:MegaCrit.Sts2.Core.Commands.Builders.AttackCommand"/> for how to chain methods to set the attacking card/creature, targets, and more.
            </summary>
            <param name="damagePerHit">Amount of damage that each hit does.</param>
            <returns>Resulting AttackCommand.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.DamageCmd.Attack(MegaCrit.Sts2.Core.Localization.DynamicVars.CalculatedDamageVar)">
            <summary>
            Perform an attack whose damage is calculated by a <see cref="T:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculatedDamageVar"/>.
            Used for cards that do dynamic amounts of damage based on combat state, like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.PerfectedStrike"/>.
            This uses special logic to ensure that intermediate values are floored at the appropriate time.
            </summary>
            <param name="calculatedDamageVar">Dynamic var that calculates how much damage each hit does.</param>
            <returns>Resulting AttackCommand.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.ForgeCmd.Forge(System.Decimal,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Models.AbstractModel)">
            <summary>
            Applies Forge to the player. Adds Sovereign Blade to their hand if they haven't
            forged this combat, and adds the amount of damage to it.
            </summary>
            <param name="amount">Amount of damage to add to Forge.</param>
            <param name="player">Player to give the stars to.</param>
            <param name="source">Model that caused the forging</param>
            <returns>All of the player's un-Exhausted Sovereign Blade cards.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.OrbCmd.AddSlots(MegaCrit.Sts2.Core.Entities.Players.Player,System.Int32)">
            <summary>
            Add orb slots to a creature.
            </summary>
            <param name="player">Player to add orb slots to.</param>
            <param name="amount">Number of orb slots to add.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.OrbCmd.RemoveSlots(MegaCrit.Sts2.Core.Entities.Players.Player,System.Int32)">
            <summary>
            Remove orb slots from the creature. Starts from the back of the list.
            Orb slots with orbs already in them are also removed.
            </summary>
            <param name="player">Player to remove orb slots from.</param>
            <param name="amount">Number of orb slots to remove.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.OrbCmd.Channel``1(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Channel an orb of the specified type.
            </summary>
            <param name="choiceContext">The context with which to handle player choices.</param>
            <param name="player">Player who is channeling the orb.</param>
            <typeparam name="T">Type of orb to channel.</typeparam>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.OrbCmd.Channel(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.OrbModel,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Channel an orb.
            </summary>
            <param name="choiceContext">The context with which to handle player choices.</param>
            <param name="orb">Orb to channel.</param>
            <param name="player">Player who is channeling the orb.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.OrbCmd.Evoke(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Models.OrbModel,System.Boolean)">
            <summary>
            Evoke the orb.
            </summary>
            <param name="choiceContext">The context with which to handle player choices.</param>
            <param name="player">Player whose next orb we're evoking.</param>
            <param name="evokedOrb">orb being evoked.</param>
            <param name="dequeue">Whether or not to dequeue the orb from the creature's orb queue after evoking (usually true).</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.OstyCmd.Summon(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal,MegaCrit.Sts2.Core.Models.AbstractModel)">
            <summary>
            Summon Osty with the specified number of HP. If the specified creature already owns an instance of Osty, raise
            Osty's max HP by the specified number instead.
            </summary>
            <param name="choiceContext">The context with which to handle player choices.</param>
            <param name="summoner">The player who is summoning.</param>
            <param name="amount">
            The number of HP that Osty should be summoned with (or that should be added to the existing Osty instance).
            </param>
            <param name="source">
            The model that this Summon came from. For example, <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Bodyguard"/> and <see cref="T:MegaCrit.Sts2.Core.Models.Relics.BoundPhylactery"/>
            pass themselves here.
            Null if the Summon did not come from any model (generally only relevant in tests).
            </param>
            <returns>The result of the summon.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PlayerCmd.GainEnergy(System.Decimal,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Increase the current amount of energy that the player has.
            </summary>
            <param name="amount">Amount of energy to give.</param>
            <param name="player">Player to give the energy to.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PlayerCmd.LoseEnergy(System.Decimal,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Decrease the current amount of energy that the player has.
            </summary>
            <param name="amount">Amount of energy to remove.</param>
            <param name="player">Player to remove the energy from.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PlayerCmd.SetEnergy(System.Decimal,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Set the player to have a specific amount of energy.
            </summary>
            <param name="amount">New amount of energy.</param>
            <param name="player">Player whose energy we're setting.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PlayerCmd.GainStars(System.Decimal,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Increase the current amount of stars that the player has.
            </summary>
            <param name="amount">Amount of stars to give.</param>
            <param name="player">Player to give the stars to.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PlayerCmd.LoseStars(System.Decimal,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Decrease the current amount of stars that the player has.
            </summary>
            <param name="amount">Amount of stars to remove.</param>
            <param name="player">Player to remove the stars from.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PlayerCmd.SetStars(System.Decimal,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Set the player to have a specific amount of stars.
            </summary>
            <param name="amount">New amount of stars.</param>
            <param name="player">Player whose stars we're setting.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PlayerCmd.GainGold(System.Decimal,MegaCrit.Sts2.Core.Entities.Players.Player,System.Boolean)">
            <summary>
            Increase the current amount of gold that the player has.
            </summary>
            <param name="amount">Amount of gold to give.</param>
            <param name="player">Player to give the gold to.</param>
            <param name="wasStolenBack">Was the gold stolen back from an enemy.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PlayerCmd.LoseGold(System.Decimal,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Entities.Gold.GoldLossType)">
            <summary>
            Decrease the current amount of gold that the player has.
            </summary>
            <param name="amount">Amount of gold to lose.</param>
            <param name="player">Player to take the gold from.</param>
            <param name="goldLossType">How the player lost the gold</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PlayerCmd.SetGold(System.Decimal,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Set the player to have a specific amount of gold.
            </summary>
            <param name="amount">New amount of gold.</param>
            <param name="player">Player whose gold we're setting.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PlayerCmd.AddPet``1(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Give the player a new pet (aww).
            </summary>
            <param name="player">Player to give the pet to.</param>
            <typeparam name="T">Type of pet to give them.</typeparam>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PlayerCmd.AddPet(MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Give the player a new pet (aww).
            </summary>
            <param name="pet">Pet creature to give to the player.</param>
            <param name="player">Player to give the pet to.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PlayerCmd.MimicRestSiteHeal(MegaCrit.Sts2.Core.Entities.Players.Player,System.Boolean)">
            <summary>
            Heal the player as if they were resting at a rest site.
            </summary>
            <param name="player">Player to heal.</param>
            <param name="playSfx">If true, we'll play the default rest site SFX.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PlayerCmd.EndTurn(MegaCrit.Sts2.Core.Entities.Players.Player,System.Boolean,System.Func{System.Threading.Tasks.Task})">
            <summary>
            Ends the turn for a given player.
            </summary>
            <param name="player">Player who is ending their turn</param>
            <param name="canBackOut">If the player is allowed to un-end their turn, particularly in multiplayer.</param>
            <param name="actionDuringEnemyTurn">Optional action to execute during the enemy turn. This is useful for tests.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PotionCmd.TryToProcure(MegaCrit.Sts2.Core.Models.PotionModel,MegaCrit.Sts2.Core.Entities.Players.Player,System.Int32)">
            <summary>
            We try to Procure the potion. Can fail if the potions bar is full.
            </summary>
            <param name="potion">Potion to be added</param>
            <param name="player">Player who is getting the potion</param>
            <param name="slotIndex">Slot at which to add the potion. If -1, the potion will be added in the first available slot.</param>
            <returns>Potion if it is added successfully. Returns null if it failed.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PowerCmd.Apply``1(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature},System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel,System.Boolean)">
            <summary>
            Apply a power to multiple creatures.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="targets">Creatures to apply the power to.</param>
            <param name="amount">Amount of the power to apply.</param>
            <param name="applier">Creature applying the power.</param>
            <param name="cardSource">Optional card that is applying the power.</param>
            <param name="silent">Pass true if no flashes should play for this power application.</param>
            <typeparam name="T">Type of power to apply.</typeparam>
            <returns>
            The power that was applied.
            Can be null if:
            * Combat is over.
            * Something blocked application (like Artifact).
            * The power's amount was changed to 0 (like if you had 3 Strength and applied -3 Strength).
            </returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PowerCmd.Apply``1(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel,System.Boolean)">
            <summary>
            Apply a power to a creature.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="target">Creature to apply the power to.</param>
            <param name="amount">Amount of the power to apply.</param>
            <param name="applier">Creature applying the power.</param>
            <param name="cardSource">Optional card that is applying the power.</param>
            <param name="silent">Pass true if no flashes should play for this power application.</param>
            <typeparam name="T">Type of power to apply.</typeparam>
            <returns>
            The power that was applied.
            Can be null if:
            * Combat is over.
            * Something blocked application (like Artifact).
            * The power's amount was changed to 0 (like if you had 3 Strength and applied -3 Strength).
            </returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PowerCmd.Apply(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.PowerModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel,System.Boolean)">
            <summary>
            Apply a power to a creature.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="power">Power to apply.</param>
            <param name="target">Creature to apply the power to.</param>
            <param name="amount">Amount of the power to apply.</param>
            <param name="applier">Creature applying the power.</param>
            <param name="cardSource">Optional card that is applying the power.</param>
            <param name="silent">Pass true if no flashes should play for this power application.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PowerCmd.FindExistingInstanceForStacking(MegaCrit.Sts2.Core.Models.PowerModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Looks for a valid existing instance for a given power within the target
             for the sake of adjusting the amount on them.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PowerCmd.Decrement(MegaCrit.Sts2.Core.Models.PowerModel)">
            <summary>
            Decrement the amount of a power by 1.
            </summary>
            <param name="power">Power to decrement.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PowerCmd.TickDownDuration(MegaCrit.Sts2.Core.Models.PowerModel)">
            <summary>
            Tick down the amount of a duration-based power (Vulnerable, Weak, etc.).
            Similar to Decrement, but respects some extra rules about turn ordering.
            </summary>
            <param name="power">Power to tick down.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PowerCmd.ModifyAmount(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.PowerModel,System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel,System.Boolean)">
            <summary>
            Modify the amount of a power.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="power">Power to modify.</param>
            <param name="offset">Amount to modify it by (can be positive or negative).</param>
            <param name="applier">Creature applying the power.</param>
            <param name="cardSource">Optional card that is modifying the power amount.</param>
            <param name="silent">Pass true if no flashes should play for this power application.</param>
            <returns>
            The new amount of the power.
            For example, if you have 1 Strength and modify it by 3, this will return 4.
            </returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PowerCmd.Remove``1(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Remove a power.
            </summary>
            <param name="creature">Creature to remove the power from.</param>
            <typeparam name="T">Type of power to remove.</typeparam>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.PowerCmd.Remove(MegaCrit.Sts2.Core.Models.PowerModel)">
            <summary>
            Remove a power.
            </summary>
            <param name="power">Power to remove.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.RelicCmd.Obtain``1(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Give a relic to the player.
            </summary>
            <param name="player">Player to give the relic to.</param>
            <typeparam name="T">Type of relic to obtain.</typeparam>
            <returns>RelicModel</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.RelicCmd.Obtain(MegaCrit.Sts2.Core.Models.RelicModel,MegaCrit.Sts2.Core.Entities.Players.Player,System.Int32)">
            <summary>
            Give a relic to the player.
            </summary>
            <param name="relic">Relic to obtain.</param>
            <param name="player">Player to give the relic to.</param>
            <param name="index">index in the relic list we want to add our relic to.
            Default of -1 means that we append it to the end of the relic list.</param>
            <returns>RelicModel</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.RelicCmd.Remove(MegaCrit.Sts2.Core.Models.RelicModel)">
            <summary>
            Remove a relic from its owner.
            </summary>
            <param name="relic">Relic to remove.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.RelicCmd.Replace(MegaCrit.Sts2.Core.Models.RelicModel,MegaCrit.Sts2.Core.Models.RelicModel)">
            <summary>
            Replace a relic with another relic
            </summary>
            <param name="original">Relic to remove.</param>
            <param name="replace">Relic to obtain.</param>
            <returns>RelicModel</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.RelicCmd.Melt(MegaCrit.Sts2.Core.Models.RelicModel)">
            <summary>
            Melts a relic.
            A melted relic remains in your inventory, but is unusable.
            </summary>
            <param name="relic">Relic to melt.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.RewardsCmd.OfferForRoomEnd(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Rooms.AbstractRoom)">
            <summary>
            Offers rewards generated for the end of a combat or treasure room.
            If the player is not the local player, nothing happens.
            The rewards screen generated by this cmd will show the proceed button after all rewards are taken, and all input
            into the room will be blocked.
            </summary>
            <param name="player">The player to whom we are offering rewards.</param>
            <param name="room">The room to generate rewards for.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.RewardsCmd.OfferCustom(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.List{MegaCrit.Sts2.Core.Rewards.Reward})">
            <summary>
            Offers a custom set of rewards, usually from a relic or event.
            If the player is not the local player, nothing happens.
            The rewards may be changed by hooks, like Molten Egg or Ruby Earrings.
            The rewards screen generated by this cmd will not show the proceed button after all rewards are taken. The
            rewards screen will disappear and the player will be allowed to click into the room again.
            </summary>
            <param name="player">The player to whom we are offering rewards.</param>
            <param name="rewards">The list of rewards to offer the player.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.RewardsCmd.GenerateForRoomEnd(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Rooms.AbstractRoom)">
            <summary>
            Same as <see cref="M:MegaCrit.Sts2.Core.Commands.RewardsCmd.OfferForRoomEnd(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Rooms.AbstractRoom)"/>, except the rewards are not offered to the player.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.RewardsCmd.GenerateCustom(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.List{MegaCrit.Sts2.Core.Rewards.Reward})">
            <summary>
            Same as <see cref="M:MegaCrit.Sts2.Core.Commands.RewardsCmd.OfferCustom(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.List{MegaCrit.Sts2.Core.Rewards.Reward})"/>, except the rewards are not offered to the player.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.SfxCmd.PlayCardSwooshSfx(MegaCrit.Sts2.Core.Entities.Cards.CardPile,MegaCrit.Sts2.Core.Entities.Cards.CardPile)">
            <summary>
            Plays the correct swoosh sfx depending on the pile the carf came from and is going to
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Commands.TalkCmd">
            <summary>
            Creates a speech bubble. Used when a creature talks/screams/whispers to you. Generally during combat
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Commands.TalkCmd.GetRawCharCount(System.String)">
            <summary>
            Calculates how many characters in a string without the bbcode. Also strips out new line, brackets, optionals.
            Example:
            [jitter][gold]Money![/gold][/jitter]
            [sine][orange]Money![/orange][/sine]
            returns Money!Money! -> 12 characters -> 1.2 second speech bubble
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Commands.ThinkCmd">
            <summary>
            Creates a thought bubble
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Context.LocalContext.NetId">
            <summary>
            The Net ID of the local player.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Context.LocalContext.GetMe(MegaCrit.Sts2.Core.Runs.IPlayerCollection)">
            <summary>
            Get the local player from the specified player collection.
            Note that the run state is a player collection.
            </summary>
            <exception cref="T:System.InvalidOperationException">Thrown if the local player is not found.</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Context.LocalContext.GetMe(MegaCrit.Sts2.Core.Saves.SerializableRun)">
            <summary>
            Get the local player from the specified serializable run.
            </summary>
            <exception cref="T:System.InvalidOperationException">Thrown if the local player is not found.</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Context.LocalContext.GetMe(MegaCrit.Sts2.Core.Combat.ICombatState)">
            <summary>
            Get the local player from the specified combat state.
            </summary>
            <exception cref="T:System.InvalidOperationException">Thrown if the local player is not found.</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Context.LocalContext.GetMe(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Players.Player})">
            <summary>
            Get the local player from the specified list of players.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Context.LocalContext.GetMe(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature})">
            <summary>
            Get the local player's creature from the specified list of creatures.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Context.LocalContext.IsMe(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Is the specified player the local player?
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Context.LocalContext.IsMe(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Is the specified creature the local player's creature?
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Context.LocalContext.ContainsMe(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Players.Player})">
            <summary>
            Is the local player in the specified list of players?
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Context.LocalContext.ContainsMe(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature})">
            <summary>
            Is the local player's creature in the specified list of creatures?
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Context.LocalContext.IsMine(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Does the specified card belong to the local player?
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Context.LocalContext.IsMine(MegaCrit.Sts2.Core.Models.PotionModel)">
            <summary>
            Does the specified potion belong to the local player?
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Context.LocalContext.IsMine(MegaCrit.Sts2.Core.Models.RelicModel)">
            <summary>
            Does the specified relic belong to the local player?
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Context.LocalContext.IsMine(MegaCrit.Sts2.Core.Models.EventModel)">
            <summary>
            Does the specified event belong to the local player?
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.ControllerInput.ControllerConfig">
            <summary>
            Maps controller specific behavior for different types of controllers.
            - used to override certain default controller inputs based on the controller types (ie, ps5 controllers use the touchpad to open the map)
            - Used to dynamically update the hotkey icons depending on what type of controller you are using.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.ControllerInput.ControllerConfig.SteamInputControllerMap">
            <summary>
            The mapping between Steam Input Actions (defined in the vdf file), and the default controller input they
            correspond to.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.ControllerInput.ControllerConfig.DefaultControllerInputMap">
            <summary>
            The default map between controller inputs and specific in game commands.
            We have this because inputs can vary between controller types (ex: On ps4 controllers, we use the touchpad instead of
            the back/share button to open the map.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.ControllerInput.ControllerMappingType">
            <summary>
            Different types of controllers that have differences in their default input.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Daily.DailyRunUtility">
            <summary>
            A little helper for uploading the score at the end of a daily run.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Daily.DailyRunUtility.UploadScore(System.DateTimeOffset,System.Int32,System.Collections.Generic.List{MegaCrit.Sts2.Core.Saves.Runs.SerializablePlayer})">
            <summary>
            Uploads a score to the daily leaderboard for the given time.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Daily.DailyRunUtility.ShouldUploadScore(MegaCrit.Sts2.Core.Leaderboard.ILeaderboardHandle,System.Collections.Generic.IReadOnlyList{System.UInt64},System.Threading.CancellationToken)">
            <summary>
            Figures out whether we should upload a score to the passed leaderboard.
            If any player in the run has already submitted a score, then this returns false.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Daily.DailyRunUtility.GetLeaderboardName(System.DateTimeOffset,System.Int32)">
            <param name="dateTime">Date to retrieve the leaderboard for. All fields other than year/month/day are ignored.</param>
            <param name="playerCount">Count of players to retrieve the leaderboard for.</param>
            <returns>The name of the leaderboard used for the passed date and player count.</returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Daily.TimeServer">
            <summary>
            Static class for interfacing with MegaCrit's time server.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Daily.TimeServer.FetchDailyTime">
            <summary>
            Begins fetching the time from the time server. After this, RequestTimeTask is non-null.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Daily.TimeServerResult.serverTime">
            <summary>
            The time that was returned from the time server.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Daily.TimeServerResult.localReceivedTime">
            <summary>
            The local time at which we requested the time from the server.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.AssemblyHasher">
            <summary>
            Hashes assemblies to aid in mod detection.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.DebugActMap.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.DebugActMap.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.DebugActMap.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.DebugActMap.MethodName.GenerateMap">
            <summary>
            Cached name for the 'GenerateMap' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.DebugActMap.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.DebugActMap.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.DebugActMap.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.DebugActMap.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.DebugActMap.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.DebugActMap.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.DebugActMap.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Debug.DebugSettings.DevSkip">
            <summary>
            Skip intro logo and timeline requirement for faster dev iteration.
            Set via STS2_DEV_SKIP environment variable.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Debug.DebugSettings.IgnorePackedImages">
            <summary>
            Should packed images be ignored in favor of the original image version?
            Set this to true to enable, but make sure to set it back to false before committing, or else you will get a test
            failure.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.MethodName.ReloadLayers">
            <summary>
            Cached name for the 'ReloadLayers' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.MethodName.UpdateLayers">
            <summary>
            Cached name for the 'UpdateLayers' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.MethodName.AddLayer">
            <summary>
            Cached name for the 'AddLayer' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.MethodName.ToLayerName">
            <summary>
            Cached name for the 'ToLayerName' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.MethodName.ClearLayers">
            <summary>
            Cached name for the 'ClearLayers' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.PropertyName.VisibleLayer">
            <summary>
            Cached name for the 'VisibleLayer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.PropertyName.ReloadLayersCallable">
            <summary>
            Cached name for the 'ReloadLayersCallable' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.PropertyName._layerA">
            <summary>
            Cached name for the '_layerA' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.PropertyName._layerB">
            <summary>
            Cached name for the '_layerB' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.PropertyName._layerC">
            <summary>
            Cached name for the '_layerC' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.PropertyName._visibleLayer">
            <summary>
            Cached name for the '_visibleLayer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.NBgLayerDebug.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.MethodName.GetRandomColor">
            <summary>
            Cached name for the 'GetRandomColor' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.MethodName.TestFunctionA">
            <summary>
            Cached name for the 'TestFunctionA' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.MethodName.TestFunctionB">
            <summary>
            Cached name for the 'TestFunctionB' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.MethodName.TestFunctionC">
            <summary>
            Cached name for the 'TestFunctionC' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.MethodName.SpawnVfx">
            <summary>
            Cached name for the 'SpawnVfx' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.PropertyName._backCombatVfxContainer">
            <summary>
            Cached name for the '_backCombatVfxContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.PropertyName._combatVfxContainer">
            <summary>
            Cached name for the '_combatVfxContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.PropertyName._env">
            <summary>
            Cached name for the '_env' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.PropertyName._playerTopPosition">
            <summary>
            Cached name for the '_playerTopPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.PropertyName._playerPosition">
            <summary>
            Cached name for the '_playerPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.PropertyName._playerGroundPosition">
            <summary>
            Cached name for the '_playerGroundPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.PropertyName._enemyTopPosition">
            <summary>
            Cached name for the '_enemyTopPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.PropertyName._enemyPosition">
            <summary>
            Cached name for the '_enemyPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.PropertyName._enemyGroundPosition">
            <summary>
            Cached name for the '_enemyGroundPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.PropertyName._defectEyePosition">
            <summary>
            Cached name for the '_defectEyePosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.PropertyName._lowHpBorderVfx">
            <summary>
            Cached name for the '_lowHpBorderVfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.PropertyName._gaseousScreenVfx">
            <summary>
            Cached name for the '_gaseousScreenVfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.PropertyName._shiftPressed">
            <summary>
            Cached name for the '_shiftPressed' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.NCombatVfxSpawner.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.NDebugVfxSpawner">
            <summary>
            A helper script to spawn vfx in whole_screen_vfx_playground
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.NDebugVfxSpawner.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NDebugVfxSpawner.MethodName.Spawn">
            <summary>
            Cached name for the 'Spawn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NDebugVfxSpawner.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NDebugVfxSpawner.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NDebugVfxSpawner.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NDebugVfxSpawner.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.NDebugVfxSpawner.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NDebugVfxSpawner.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NDebugVfxSpawner.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.NDebugVfxSpawner.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.NTrailTest">
            <summary>
            This is used strictly for debugging CardTrailVfx and related
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.NTrailTest.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NTrailTest.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Debug.NTrailTest.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NTrailTest.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NTrailTest.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NTrailTest.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.NTrailTest.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NTrailTest.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.NTrailTest.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.NTrailTest.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.OsDebugInfo.LogSystemInfo">
            <summary>
            At some point in the future, logs system info.
            Getting system info takes a little while, about 1s on my Windows machine. This fetches the info asynchronously
            and then logs it once it's all done.
            Only logs on release builds to avoid cluttering dev logs.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.OsDebugInfo.GetSystemInfoString">
            <summary>
            Gets a string containing diagnostic system info for logging.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.ReleaseInfo">
            <summary>
            Represents release information for the game.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Debug.ReleaseInfo.Commit">
            <summary>
            The commit hash.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Debug.ReleaseInfo.Version">
            <summary>
            The release version number.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Debug.ReleaseInfo.Date">
            <summary>
            The release date in git's iso8601 format
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Debug.ReleaseInfo.Branch">
            <summary>
            The branch name.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Debug.ReleaseInfo.MainAssemblyHash">
            <summary>
            A hash of the contents of the main STS2 assembly, at build-time.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.CustomDateTimeConverter">
            <summary>
            Custom JsonConverter for DateTime to handle the specific format in the JSON.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Debug.ReleaseInfoJsonSerializerContext.ReleaseInfo">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Debug.ReleaseInfoJsonSerializerContext.DateTime">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Debug.ReleaseInfoJsonSerializerContext.Int32">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Debug.ReleaseInfoJsonSerializerContext.String">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Debug.ReleaseInfoJsonSerializerContext.Default">
            <summary>
            The default <see cref="T:System.Text.Json.Serialization.JsonSerializerContext"/> associated with a default <see cref="T:System.Text.Json.JsonSerializerOptions"/> instance.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Debug.ReleaseInfoJsonSerializerContext.GeneratedSerializerOptions">
            <summary>
            The source-generated options associated with this context.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.ReleaseInfoJsonSerializerContext.#ctor">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.ReleaseInfoJsonSerializerContext.#ctor(System.Text.Json.JsonSerializerOptions)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.ReleaseInfoJsonSerializerContext.GetTypeInfo(System.Type)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.ReleaseInfoManager">
            <summary>
            Manages the loading and access of release information.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Debug.ReleaseInfoManager.Instance">
            <summary>
            Gets the singleton instance of ReleaseInfoManager.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Debug.ReleaseInfoManager.ReleaseInfo">
            <summary>
            Gets the loaded release information.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Debug.ReleaseInfoManager.SemVer">
            <summary>
            Gets the game version as a semantic version, parsed from ReleaseInfo.version.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.ReleaseInfoManager.LoadConfig">
            <summary>
            Loads the release configuration.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.ReleaseInfoManager.GetPossibleReleaseInfoPaths">
            <summary>
            Gets possible paths for the release info file.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.SemanticVersion">
            <summary>
            Implementation of semver. Mostly used for comparing versions.
            https://semver.org
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Debug.SentryService">
            <summary>
            Manages Sentry .NET SDK initialization and error reporting for C# exceptions.
            This complements the GDExtension SDK which handles native crashes.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.SentryService.DisableGdExtensionIfModded">
            <summary>
            Disables GDExtension Sentry event capture when mods are detected.
            Called right after ModManager.Initialize to prevent mod errors from being reported
            through the GDExtension before AfterGameInit has a chance to shut everything down.
            Sets the sample callable to always return false instead of calling close(), because
            the native SDK should not be closed until the application is shutting down.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.SentryService.Initialize">
            <summary>
            Initializes the Sentry .NET SDK. Should be called early in game startup.
            Disabled in editor (unless headless), uses "playtesters" environment with release_info, "development" without.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.SentryService.SetPlatformBranch(System.String)">
            <summary>
            Configures sampling rate based on the Steam branch. Call after Steam initializes.
            Shuts down Sentry entirely for non-Steam builds (null branch).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.SentryService.AddBreadcrumb(System.String,System.String,Sentry.BreadcrumbLevel)">
            <summary>
            Adds a breadcrumb for tracking user actions leading up to an error.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.SentryService.CaptureException(System.Exception)">
            <summary>
            Captures an exception and sends it to Sentry.
            Attaches current game state context for debugging.
            Respects user consent settings.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.SentryService.CaptureException(System.Exception,System.Action{Sentry.Scope})">
            <summary>
            Captures an exception with additional scope configuration.
            AttachGameState is called first, then the caller's configureScope action.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.SentryService.CaptureMessage(System.String,Sentry.SentryLevel,System.Action{Sentry.Scope})">
            <summary>
            Captures a message and sends it to Sentry.
            Respects user consent settings.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.SentryService.SetTag(System.String,System.String)">
            <summary>
            Sets a tag on the current scope for filtering in Sentry.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.SentryService.SetExtra(System.String,System.Object)">
            <summary>
            Sets extra context data on the current scope.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.SentryService.InitializeForTesting">
            <summary>
            Initializes Sentry for testing purposes, bypassing editor and release checks.
            Only use from dev console commands.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.SentryService.Shutdown">
            <summary>
            Shuts down the Sentry SDK gracefully.
            Should be called when the game exits.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.SentryService.AttachGameState(Sentry.Scope)">
            <summary>
            Attaches current game state to the Sentry scope for debugging context.
            Collects scene, run info, and combat state when available.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Debug.SentryService.ShouldStayAliveAfterInit(System.Boolean)">
            <summary>
            Returns true if the Sentry service should shutdown after we've finished initializing the game.
            This should only return false for things that don't change during the runtime of the game.
            We shutdown the service rather than filtering events so that crashes (which can't get filtered) don't get sent
            for modded games.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.DevConsole.ConsoleCommands.AbstractConsoleCmd.GetArgumentCompletions(MegaCrit.Sts2.Core.Entities.Players.Player,System.String[])">
            <summary>
            Provides argument completion candidates for console commands.
            Commands should override this method to provide context-aware completion suggestions.
            Returns an empty result by default for commands that don't require argument completion.
            </summary>
            <param name="player">The player invoking the command</param>
            <param name="args">Current command arguments being typed</param>
            <returns>Completion result containing candidates and context information</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.DevConsole.ConsoleCommands.AbstractConsoleCmd.CompleteArgument(System.Collections.Generic.IEnumerable{System.String},System.String[],System.String,MegaCrit.Sts2.Core.DevConsole.CompletionType,System.Func{System.String,System.String,System.Boolean})">
            <summary>
            Creates a completion result for command arguments with explicit separation of completed vs partial arguments.
            This makes the completion logic clear and prevents bugs from implicit argument slicing.
            </summary>
            <param name="candidates">All possible completion candidates</param>
            <param name="completedArgs">Arguments that are already fully typed (e.g., ["OFFERING"] when completing second arg)</param>
            <param name="partialArg">The argument currently being typed (e.g., "de" when typing "deck")</param>
            <param name="type">The type of completion being performed</param>
            <param name="matchPredicate">Optional custom matching predicate (defaults to StartsWith)</param>
            <returns>CompletionResult with filtered candidates and completion prefix</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.DevConsole.ConsoleCommands.AbstractConsoleCmd.BuildPrefix(System.String[])">
            <summary>
            Builds the command prefix from completed arguments (not including the partial arg being typed).
            Example: BuildPrefix(["OFFERING"]) returns "card OFFERING "
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.DevConsole.ConsoleCommands.AbstractConsoleCmd.TryParseEnum``1(System.String,``0@)">
            <summary>
            Parses a string into an enum value, rejecting numeric strings and undefined values.
            Use this instead of Enum.TryParse to avoid accepting raw integers as valid enum values.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.DevConsole.ConsoleCommands.AbstractConsoleCmd.CalculateCommonCompletion(System.Collections.Generic.List{System.String},System.String)">
            <summary>
            Calculates the common completion string from filtered candidates.
            Single match gets trailing space, multiple matches get longest common prefix.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.DevConsole.ConsoleCommands.DieConsoleCmd">
            <summary>
            Console commands which kills the player
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.DevConsole.ConsoleCommands.GetLogsConsoleCmd.ZipFeedbackLogs(System.IO.Stream,System.Int32)">
            <summary>
            Builds a ZIP of logs and saves tailored for the feedback upload path.
            Unlike <see cref="M:MegaCrit.Sts2.Core.DevConsole.ConsoleCommands.GetLogsConsoleCmd.ZipFiles(System.IO.Stream,System.Byte[])"/>, this excludes the screenshot (already sent as a separate multipart part)
            and inactive profiles. Only the most recent run history file is included.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.DevConsole.ConsoleCommands.GetLogsConsoleCmd.TryCollectLinuxCoreDump(System.IO.Compression.ZipArchive)">
            <summary>
            Best-effort collection of Linux core dumps via systemd-coredump.
            Silently does nothing if coredumpctl is unavailable or no dumps are found.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.DevConsole.ConsoleCommands.GetLogsConsoleCmd.GetAllSaveFiles(System.String)">
            <summary>
            Returns all save files in the account directory.
            Includes everything to ensure we capture info that might give clues for debugging,
            including old migrations or other unexpected files.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.DevConsole.ConsoleCommands.GetLogsConsoleCmd.ReadTailText(System.IO.Stream,System.Int64)">
            <summary>
            Reads text from a stream, truncating to the tail if it exceeds <paramref name="maxBytes"/>.
            When truncated, skips past any partial UTF-8 character and partial line at the seek point,
            then prepends a truncation marker.
            </summary>
            <param name="stream">A readable, seekable stream containing UTF-8 text.</param>
            <param name="maxBytes">Maximum bytes to read from the tail. 0 means no limit.</param>
            <returns>The full or truncated text content.</returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.DevConsole.ConsoleCommands.GodModeConsoleCmd">
            <summary>
            Console commands which gives the player godmode.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.DevConsole.ConsoleCommands.GoldConsoleCmd">
            <summary>
            Console commands which manipulate the player's current gold.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.DevConsole.ConsoleCommands.HealConsoleCmd">
            <summary>
            Console commands which manipulate the player's current health.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.DevConsole.ConsoleCommands.RemoveCardConsoleCmd">
            <summary>
            remove_card console cmd. Attempts to remove a card from both Hand and Deck at the same time.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.DevConsole.ConsoleCommands.SentryConsoleCmd">
            <summary>
            Debug console command for testing Sentry integration.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.DevConsole.ConsoleCommands.SentryConsoleCmd.ForceInitializeForTesting">
            <summary>
            Force initializes Sentry for testing purposes, bypassing normal checks.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.DevConsole.ConsoleCommands.TrailerConsoleCmd">
            <summary>
            A command that toggles the 0 - 9 hotkeys for hiding UI and +/- for controlling speed
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.DevConsole.ConsoleCommands.TravelConsoleCmd">
            <summary>
            A command that lets you jump to any room on the map.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.DevConsole.ConsoleCommands.WinConsoleCmd">
            <summary>
            Console commands which causes the player to win the combat
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.DevConsole.DevConsole.GetCompletionResults(System.String)">
            <summary>
            Gets structured completion results for interactive selection
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.DevConsole.DevConsole.ProcessCommand(System.String)">
            <summary>
            Call this to attempt to execute a command that is issued locally.
            If the command must be networked and a run is in progress, a GameAction will be enqueued to all peers before
            the command is executed.
            </summary>
            <param name="inputValue">The command input by the player.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.DevConsole.DevConsole.ProcessNetCommand(MegaCrit.Sts2.Core.Entities.Players.Player,System.String)">
            <summary>
            Call this when a networked console command is received.
            You are expected to await CmdResult.task.
            </summary>
            <param name="player">The player that sent the command.</param>
            <param name="inputValue">The command input by the player.</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.DevConsole.TabCompletionState">
            <summary>
            Encapsulates all state for interactive tab completion in the dev console.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogue.IsRepeating">
            <summary>
            Should this dialogue be added to the pool of dialogues that can be repeated on future visits?
            Can be set manually or auto-populated from loc keys via the "r" suffix (e.g., "1-0r.ancient").
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogue.VisitIndex">
            <summary>
            What visit should this dialogue be shown on?
            This can be combined with <see cref="P:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogue.IsRepeating"/> to show a dialogue on the Nth visit, and then add it to the
            pool of repeating dialogues for visits after that.
            </summary>
            <example>
            0: Show this dialogue on this character's first visit to this ancient.
            1: Show this dialogue on this character's second visit to this ancient.
            4: Show this dialogue on this character's fifth visit to this ancient.
            null: Show this dialogue on any visit to this ancient.
            </example>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogue.StartAttackers">
            <summary>
            For Architect dialogues, who should attack at the start?
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogue.EndAttackers">
            <summary>
            For Architect dialogues, who should attack at the end?
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogue.#ctor(System.String[])">
            <summary>
            Create a new dialogue.
            The number of SFX you pass controls how many lines this dialogue has.
            </summary>
            <param name="sfxPaths">
            The paths to the SFX that should be played when this dialogue is shown.
            Each SFX corresponds to a line in the dialogue.
            Passing an empty string for a given line indicates that no dialogue should be played for it, but you must pass
            some string for every line.
            For example, if you have a single-line dialogue with no SFX, call `new AncientDialogue("")`.
            If you called `new AncientDialogue()`, you'd create a dialogue with 0 lines.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogue.PopulateLines(System.String,System.String,System.Int32)">
            <summary>
            Populate this dialogue's lines with the correct loc keys.
            IsRepeating is derived from the presence of the "r" suffix in the first line's loc key.
            Speaker is derived from which key suffix exists in the JSON: ".ancient" or ".char".
            </summary>
            <param name="ancientEntry">The ID entry for the ancient that this line is for.</param>
            <param name="charEntry">
            The ID entry for the character that this line is for.
            Can also be "ANY" for character-agnostic dialogues, or "firstVisitEver" for the dialogue that should be shown the
            first time you ever visit this ancient (regardless of character).
            </param>
            <param name="dialogueIndex">
            The index of this dialogue in the list of dialogues for this ancient and character.
            </param>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogueLine.LineText">
            <summary>
            The text that should be shown for this line of dialogue.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogueLine.NextButtonText">
            <summary>
            The text that should be shown on the "Next" button that goes with this line of dialogue.
            Null for the last line in a dialogue.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogueLine.Speaker">
            <summary>
            The speaker of this line of dialogue.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogueLine._sfxPath">
            <summary>
            The path to the SFX that should be played when this line of dialogue is shown.
            Empty string means no SFX.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogueLine.GetSfxOrFallbackPath">
            <summary>
            Get the path to the SFX to play for this line of dialogue.
            Returns a fallback if the SFX path is empty.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogueSet">
             <summary>
             Represents the complete dialogue configuration for an ancient, organized by category.
             Each ancient defines its dialogues explicitly in C# via <see cref="M:MegaCrit.Sts2.Core.Models.AncientEventModel.DefineDialogues"/>.
             Keys use X-Y format where X is the dialogue index within a collection and Y is the line index within a dialogue.
             Each line key ends with ".ancient" or ".char" to indicate the speaker. The speaker is derived from which key
             exists in the JSON at PopulateLocKeys time.
            
             Dialogues that should be added to the "repeating" pool encode their repeating status in the loc keys by appending
             "r" to the X-Y component.
             For example, "1-0r.ancient" indicates a repeating dialogue line. When <see cref="M:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogue.PopulateLines(System.String,System.String,System.Int32)"/>
             detects the "r" suffix on the first line, it automatically sets <see cref="P:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogue.IsRepeating"/> to true.
            
             For example:
             "DARV.talk.IRONCLAD.0-0.ancient": "Dialogue 1, line 1 (ancient speaks)",
             "DARV.talk.IRONCLAD.0-1.char": "Dialogue 1, line 2 (character speaks)",
             "DARV.talk.IRONCLAD.0-2.ancient": "Dialogue 1, line 3 (ancient speaks)",
             "DARV.talk.IRONCLAD.1-0r.ancient": "Dialogue 2, line 1 (ancient speaks, repeating)",
            
             "Next" button text must also be supplied for every line except the last line in each dialogue.
             Repeating dialogues use the "r" suffix on their next keys as well.
            
             For example:
             "DARV.talk.IRONCLAD.0-0.ancient": "Dialogue 1, line 1",
             "DARV.talk.IRONCLAD.0-0.next": "Respond",
             "DARV.talk.IRONCLAD.0-1.char": "Dialogue 1, line 2",
             "DARV.talk.IRONCLAD.0-1.next": "Continue",
             "DARV.talk.IRONCLAD.0-2.ancient": "Dialogue 1, line 3",
             "DARV.talk.IRONCLAD.1-0r.ancient": "Dialogue 2, line 1 (repeating)",
             "DARV.talk.IRONCLAD.1-0r.next": "Acknowledge",
             "DARV.talk.IRONCLAD.1-1r.ancient": "Dialogue 2, line 2 (repeating)",
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogueSet.FirstVisitEverDialogue">
            <summary>
            First time ANY character visits this ancient (global once-only).
            Shown when totalAncientVisits == 0.
            If null, this ancient has no first-visit-ever dialogue (for example, The Architect).
            Example key: "DARV.talk.firstVisitEver.0-0.ancient"
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogueSet.CharacterDialogues">
            <summary>
            Per-character dialogues.
            Each <see cref="T:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogue"/> carries its own <see cref="P:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogue.VisitIndex"/> and
            <see cref="P:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogue.IsRepeating"/> metadata to determine when it should be shown.
            Example key: "DARV.talk.IRONCLAD.0-0.ancient"
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogueSet.AgnosticDialogues">
            <summary>
            Character-agnostic dialogues. Used as fallback when no visit-specific dialogue applies.
            Example key: "DARV.talk.ANY.0-0.ancient"
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogueSet.GetAllDialogues">
            <summary>
            Get every dialogue in this set.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogueSet.GetValidDialogues(MegaCrit.Sts2.Core.Models.ModelId,System.Int32,System.Int32,System.Boolean)">
             <summary>
             Get valid dialogues for the specified character and visit counts.
             Returns a collection of dialogue sequences; the caller picks one randomly.
            
             Priority order:
             1. FirstVisitEverDialogue (totalVisits == 0)
             2. Visit-specific dialogues for this character (matching VisitIndex)
             3. Visit-specific character-agnostic dialogues (matching VisitIndex)
             4. Repeating pool (character-specific + character-agnostic IsRepeating)
             </summary>
             <param name="characterId">The ID of the character visiting this ancient.</param>
             <param name="charVisits">Number of times this character has previously visited this ancient.</param>
             <param name="totalVisits">Total number of visits to this ancient across all characters.</param>
             <param name="allowAnyCharacterDialogues">
             Whether character-agnostic repeating dialogues are allowed.
             See <see cref="P:MegaCrit.Sts2.Core.Models.AncientEventModel.AnyCharacterDialogueBlacklist"/>.
             </param>
             <returns>A collection of valid dialogue sequences to choose from.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogueSet.PopulateLocKeys(System.String)">
            <summary>
            Auto-derives <see cref="P:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogueLine.LineText"/> and <see cref="P:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogueLine.NextButtonText"/>
            LocStrings for every line based on its position in the dialogue structure.
            Keys use X-Y format where X is the dialogue index within a collection and Y is the line index within a dialogue.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogueSpeaker.None">
            <summary>
            No speaker. This should never be set, it just gives us a neutral default.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogueSpeaker.Ancient">
            <summary>
            The Ancient (Neow, Darv, etc.) is speaking.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Ancients.AncientDialogueSpeaker.Character">
            <summary>
            The player character (Ironclad, Silent, etc.) is speaking.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Ancients.ArchitectAttackers">
            <summary>
            Who should attack during The Architect dialogue?
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Ancients.ArchitectAttackers.None">
            <summary>
            No attacks should occur during the specified portion of the dialogue.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Ancients.ArchitectAttackers.Player">
            <summary>
            The Player attacks.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Ancients.ArchitectAttackers.Architect">
            <summary>
            The Architect attacks.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Ancients.ArchitectAttackers.Both">
            <summary>
            The player attacks, then the Architect immediately attacks back.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Ascension.AscensionManager">
            <summary>
            Manages ascension logic for runs.
            Responsible for tracking ascension levels and applying ascension effects.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Ascension.AscensionManager.maxAscensionAllowed">
            <summary>
            The maximum ascension level allowed in the game.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Ascension.AscensionManager._level">
            <summary>
            The current ascension level for the run.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Ascension.AscensionManager.#ctor(System.Int32)">
            <summary>
            Create a new AscensionManager with the specified ascension level.
            </summary>
            <param name="level">The ascension level for this run.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Ascension.AscensionManager.#ctor(MegaCrit.Sts2.Core.Entities.Ascension.AscensionLevel)">
            <summary>
            Create a new AscensionManager with the specified ascension level.
            </summary>
            <param name="level">The ascension level enum value for this run.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Ascension.AscensionManager.HasLevel(MegaCrit.Sts2.Core.Entities.Ascension.AscensionLevel)">
            <summary>
            Check if a given ascension level is active in the current run.
            </summary>
            <param name="level">The ascension level to check.</param>
            <returns>True if the specified level is active.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Ascension.AscensionManager.ApplyEffectsTo(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Apply ascension effects to a player based on the current ascension level.
            </summary>
            <param name="player">The player to apply effects to.</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.CardRewardAlternatives.CardRewardAlternative">
            <summary>
            Manages the extra, non card, options in a card reward screen.
            i.e. Skip (default option), Sacrifice (for Pael  Wing), Heal +2 (for Dream Catcher)
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.CardRewardAlternatives.CardRewardAlternative.OnSelect">
            <summary>
            Action to perform when the alternative option is selected.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.CardRewardAlternatives.CardRewardAlternative.AfterSelected">
            <summary>
            The action to take after the alternate reward is selected. See the values for more information.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.CardRewardAlternatives.CardRewardAlternative.Generate(MegaCrit.Sts2.Core.Rewards.CardReward)">
            <summary>
            Generates a list of extra options to use for the next card reward screen.
            This list will include extra options added by models like the Pael Wing relic if the player has them.
            </summary>
            <param name="cardReward">The reward for which alternatives are being generated.</param>
            <returns>List of rest extra options options.</returns>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CardCostColor.Unmodified">
            <summary>
            "Normal" cost. Colored white.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CardCostColor.Increased">
            <summary>
            The current cost is modified to above normal. Colored blue.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CardCostColor.Decreased">
            <summary>
            The current cost is modified to at/below normal. Colored green.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CardCostColor.InsufficientResources">
            <summary>
            The card cannot be played because the player does not have enough resources.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost">
            <summary>
            Encapsulates all energy cost related properties and methods for a CardModel.
            This class handles base energy costs, local and global modifications, and energy cost calculations.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost._localModifiers">
            <summary>
            This card's local cost modifiers.
            See <see cref="T:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifier"/> for details on how this works.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.Canonical">
            <summary>
            This card's "official" starting energy cost.
            This is what would appear on the card if it was printed out on paper.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.CostsX">
            <summary>
            Whether this card has an energy cost of X.
            X-cost-cards automatically spend all of the player's remaining energy when played, and their effect is
            multiplied by the amount spent.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.WasJustUpgraded">
            <summary>
            Was this card's energy cost just recently upgraded?
            This is mainly used to show upgrade preview values in green.
            This should be cleared after the upgrade is complete.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.HasLocalModifiers">
            <summary>
            Does this energy cost have any local modifiers?
            See <see cref="F:MegaCrit.Sts2.Core.Entities.Cards.CostModifiers.Local"/> for details.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.GetWithModifiers(MegaCrit.Sts2.Core.Entities.Cards.CostModifiers)">
            <summary>
            Get this card's energy cost, including the specified modifier types.
            See <see cref="T:MegaCrit.Sts2.Core.Entities.Cards.CostModifiers"/> for details on what types are available.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.CapturedXValue">
             <summary>
             The amount of energy most recently spent to play this X-cost card.
             Used when duplicating X-cost cards, to make sure the duplicates are played with the same value.
            
             WARNING: Only use this for calculations related to energy spent. If you're using this to calculate a
             cost-X-energy card's effect, use <see cref="M:MegaCrit.Sts2.Core.Models.CardModel.ResolveEnergyXValue"/> instead, as it will take X-value
             modifications (like <see cref="T:MegaCrit.Sts2.Core.Models.Relics.ChemicalX"/>) into account.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.GetAmountToSpend">
             <summary>
             Get the amount of energy that should be spent to play this card.
            
             * For X-cost cards, this is the amount of energy that its owner has.
             * For normal cards, this is the current cost including all modifiers
               (see <see cref="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.GetWithModifiers(MegaCrit.Sts2.Core.Entities.Cards.CostModifiers)"/> with <see cref="F:MegaCrit.Sts2.Core.Entities.Cards.CostModifiers.All"/>) clamped to 0.
            
             The game uses this value when actually spending the energy to play the card.
             Additionally, this is useful for effects that need to know how much WOULD be spent to play the card without
             actually playing it, such as <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Scavenge"/>.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.GetResolved">
             <summary>
             Get the "resolved" cost of this card. This can mean one of two things:
            
             * For X-cost cards, this is the captured X-cost value (see <see cref="P:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.CapturedXValue"/>).
             * For normal cards, this is the current cost including all modifiers
               (see <see cref="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.GetWithModifiers(MegaCrit.Sts2.Core.Entities.Cards.CostModifiers)"/> with <see cref="F:MegaCrit.Sts2.Core.Entities.Cards.CostModifiers.All"/>) clamped to 0.
            
             This is useful for effects that need to know the card's cost AFTER it was played, such as
             <see cref="T:MegaCrit.Sts2.Core.Models.Relics.IntimidatingHelmet"/>. For normal cards, these effects just care about the card's current cost
             (including all modifiers). For X-cost cards, these effects care about the X-value that was set for the card when
             it was played.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.SetUntilPlayed(System.Int32,System.Boolean)">
            <summary>
            Set this cost to the specified amount until the card is played.
            </summary>
            <example>
            <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Eidolon"/> says "Reduce the cost of all cards in your Discard Pile to 0 until played."
            </example>
            <param name="cost">New cost.</param>
            <param name="reduceOnly">
            Whether this modifier should only be included in the cost calculation if it would lower the current cost.
            See <see cref="P:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifier.IsReduceOnly"/> for details.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.SetThisTurnOrUntilPlayed(System.Int32,System.Boolean)">
            <summary>
            Set this cost to the specified amount until the end of the current turn OR until the card is played, whichever
            comes first.
            Note that the text of these effects will just say "this turn"; the "or until played" part is left implicit
            because it's wordy and rarely relevant.
            </summary>
            <example>
            <see cref="T:MegaCrit.Sts2.Core.Models.Cards.BulletTime"/> says "Reduce the cost of ALL cards in your Hand to 0 this turn."
            </example>
            <param name="cost">New cost.</param>
            <param name="reduceOnly">
            Whether this modifier should only be included in the cost calculation if it would lower the current cost.
            See <see cref="P:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifier.IsReduceOnly"/> for details.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.SetThisTurn(System.Int32,System.Boolean)">
            <summary>
            BE CAREFUL USING THIS! You usually want <see cref="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.SetThisTurnOrUntilPlayed(System.Int32,System.Boolean)"/> instead.
            Set this cost to the specified amount until the end of the current turn.
            Note that most effects that say "this turn" really mean "this turn or until played".
            This method should only be used for the few effects that should last for multiple plays in the same turn.
            </summary>
            <example>
            <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Invoke"/> says "This card costs 0 if Osty has attacked this turn."
            </example>
            <param name="cost">New cost.</param>
            <param name="reduceOnly">
            Whether this modifier should only be included in the cost calculation if it would lower the current cost.
            See <see cref="P:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifier.IsReduceOnly"/> for details.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.SetThisCombat(System.Int32,System.Boolean)">
            <summary>
            Set this cost to the specified amount for the rest of the combat.
            </summary>
            <example>
            <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Enlightenment"/>+ says "Reduce the cost of ALL cards in your Hand to 1 this combat."
            </example>
            <param name="cost">New cost.</param>
            <param name="reduceOnly">
            Whether this modifier should only be included in the cost calculation if it would lower the current cost.
            See <see cref="P:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifier.IsReduceOnly"/> for details.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.AddUntilPlayed(System.Int32,System.Boolean)">
            <summary>
            Add the specified amount to this cost until the card is played.
            </summary>
            <example>
            <see cref="T:MegaCrit.Sts2.Core.Models.Enchantments.SlumberingEssence"/> says "If this card is in your hand at the end of turn, reduce its cost by 1
            until it is played."
            </example>
            <param name="amount">Amount to add to the cost.</param>
            <param name="reduceOnly">
            Whether this modifier should only be included in the cost calculation if it would lower the current cost.
            See <see cref="P:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifier.IsReduceOnly"/> for details.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.AddThisTurnOrUntilPlayed(System.Int32,System.Boolean)">
            <summary>
            Add the specified amount to this cost until the end of the current turn OR until the card is played, whichever
            comes first.
            Note that the text of these effects will just say "this turn"; the "or until played" part is left implicit
            because it's wordy and rarely relevant.
            </summary>
            <example>None yet. Update this if we add one!</example>
            <param name="amount">Amount to add to the cost.</param>
            <param name="reduceOnly">
            Whether this modifier should only be included in the cost calculation if it would lower the current cost.
            See <see cref="P:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifier.IsReduceOnly"/> for details.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.AddThisTurn(System.Int32,System.Boolean)">
            <summary>
            BE CAREFUL USING THIS! You usually want <see cref="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.AddThisTurnOrUntilPlayed(System.Int32,System.Boolean)"/> instead.
            Add the specified amount to this cost until the end of the current turn.
            Note that most effects that say "this turn" really mean "this turn or until played".
            This method should only be used for the few effects that should last for multiple plays in the same turn.
            </summary>
            <example>
            <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Pinpoint"/> says "Costs 1 less for each Skill played this turn."
            </example>
            <param name="amount">Amount to add to the cost.</param>
            <param name="reduceOnly">
            Whether this modifier should only be included in the cost calculation if it would lower the current cost.
            See <see cref="P:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifier.IsReduceOnly"/> for details.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.AddThisCombat(System.Int32,System.Boolean)">
            <summary>
            Add the specified amount to this cost for the rest of the combat.
            </summary>
            <example>
            <see cref="T:MegaCrit.Sts2.Core.Models.Cards.KinglyKick"/> says "Whenever you draw this card, lower its cost by 1 this combat."
            </example>
            <param name="amount">Amount to add to the cost.</param>
            <param name="reduceOnly">
            Whether this modifier should only be included in the cost calculation if it would lower the current cost.
            See <see cref="P:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifier.IsReduceOnly"/> for details.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.EndOfTurnCleanup">
            <summary>
            Clear local cost modifiers that should last until the end of the turn.
            </summary>
            <returns>True if any modifiers were cleared and EnergyCostChanged should be invoked.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.AfterCardPlayedCleanup">
            <summary>
            Clear local cost modifiers that should last until the card is played.
            </summary>
            <returns>True if any modifiers were cleared and EnergyCostChanged should be invoked.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.UpgradeBy(System.Int32)">
            <summary>
            Upgrade the energy cost of this card by the specified amount.
            </summary>
            <param name="addend">Amount to add to the current cost (usually negative).</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.FinalizeUpgrade">
            <summary>
            Finalize an upgrade after calling UpgradeEnergyCostBy. This clears out state that is used for displaying an upgrade
            preview.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.ResetForDowngrade">
            <summary>
            Reset energy cost to base values during downgrade.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.SetCustomBaseCost(System.Int32)">
            <summary>
            BE VERY CAREFUL USING THIS!
            This is mainly meant for internal usage. The only external usage of this should be in <see cref="T:MegaCrit.Sts2.Core.Models.Cards.MadScience"/>.
            </summary>
            <param name="newBaseCost"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.Clone(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Create a deep clone of this EnergyCostInfo for the specified card.
            </summary>
            <param name="newCard">The card that will own the cloned EnergyCostInfo.</param>
            <returns>A deep clone of this EnergyCostInfo.</returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Cards.CardKeyword">
             <summary>
             Card Keywords are extra "automatic behaviors" you can add to a card, which also automatically add some extra
             text to the card's description.
            
             Examples of things that SHOULD be CardKeywords:
             * Exhaust: automatically exhausts when played, puts "Exhaust" in the card description.
             * Unplayable: blocks the card from being played, puts "Unplayable" in the card description.
            
             Examples of things that should NOT be CardKeywords:
             * Strike: this has no logic or extra text, just tells Perfected Strike (and some other models) that it's a
                 Strike card.
             * Block: while this is used on cards that have "Block" in their descriptions, it doesn't automatically add
                 it, nor does it automatically grant block; it's just for HoverTips and effects that care about which cards
                 give block (like the Nimble enchantment, which should only apply to cards that give block).
             </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CardKeywordOrder.beforeDescription">
            <summary>
            All the keywords that should be added before the card's description.
            Order matters here. If a card has multiple keywords, they will appear in this order.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CardKeywordOrder.afterDescription">
            <summary>
            All the keywords that should be added after the card's description.
            Order matters here. If a card has multiple keywords, they will appear in this order.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Cards.CardMultiplayerConstraint">
            <summary>
            Manages card restrictions based on how many players there are in a run.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.CardPile.MaxCardsInHand">
            <summary>
            This is functionally a constant but is a property for modding ergonomics.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardPile.RandomizeOrderInternal(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Random.Rng,MegaCrit.Sts2.Core.Combat.CombatState)">
            <summary>
            Randomize the order of the cards in this pile.
            Do NOT call this when your intention is to do a standard shuffle action.
            Use <see cref="M:MegaCrit.Sts2.Core.Commands.CardPileCmd.Shuffle(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)"/> instead.
            This is primarily meant for randomizing the order of the draw pile when a combat first starts.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardPile.AddInternal(MegaCrit.Sts2.Core.Models.CardModel,System.Int32,System.Boolean)">
            <summary>
            Add a card to the bottom of this pile.
            </summary>
            <param name="card">Card to add.</param>
            <param name="index">Index to insert the card into. -1 will cause it to be added to the end ("bottom").</param>
            <param name="silent">If true, no events will be called.</param>
            <exception cref="T:System.InvalidOperationException">Thrown if this specific CardModel instance is already in the pile.</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardPile.RemoveInternal(MegaCrit.Sts2.Core.Models.CardModel,System.Boolean)">
            <summary>
            Remove a card from this pile.
            </summary>
            <param name="card">Card to remove.</param>
            <param name="silent">If set to true, no events will be sent to update the UI.</param>
            <exception cref="T:System.InvalidOperationException">Thrown if this specific CardModel instance is not in the pile.</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardPile.MoveToBottomInternal(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Move a card to the bottom of this pile.
            The card must already be in this pile.
            This does not send any events to update the UI, so you should only use this in combination with other methods
            that do.
            </summary>
            <param name="card">Card that we're moving to the bottom.</param>
            <exception cref="T:System.InvalidOperationException"></exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardPile.MoveToTopInternal(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Move a card to the top of this pile.
            The card must already be in this pile.
            This does not send any events to update the UI, so you should only use this in combination with other methods
            that do.
            </summary>
            <param name="card">Card that we're moving to the top.</param>
            <exception cref="T:System.InvalidOperationException"></exception>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Cards.CardPlay">
            <summary>
            Represents a single instance of a card being played.
            This is important for distinguishing between multiple plays of the same card during the same turn.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.CardPlay.Card">
            <summary>
            The card that was played.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.CardPlay.Target">
            <summary>
            The creature that was targeted by the card.
            Null for un-targeted cards.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.CardPlay.ResultPile">
            <summary>
            The pile that the card should be put in after this play is over.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.CardPlay.Resources">
            <summary>
            Info about the resources used during this card play.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.CardPlay.IsAutoPlay">
            <summary>
            Whether this card is being auto-played.
            False when the player plays the card manually from their hand.
            True when played automatically by an effect like <see cref="T:MegaCrit.Sts2.Core.Models.Powers.MayhemPower"/>.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.CardPlay.PlayIndex">
            <summary>
            The index of the current card play relative to playCount. Usually 0, but when a card has an effect like Replay,
            the second play will have playIndex=1, the third will have playIndex=2, etc.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.CardPlay.PlayCount">
            <summary>
            The total number of times this card is going to be played. Usually 1, but when a card has an effect like Replay,
            it will be higher (Replay 1 will have playCount=2, Replay 2 will have playCount=3, etc.).
            You can compare this with playCount to see if you're on the final play of the card.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.CardPlay.IsFirstInSeries">
            <summary>
            Is this the first card play in the series?
            Usually true, but when a card has an effect like Replay, this will only be true on the card's first play.
            For example, if a card has Replay 2, this will be true for its first CardPlay and false for the last two.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.CardPlay.IsLastInSeries">
            <summary>
            Is this the last card play in the series?
            Usually true, but when a card has an effect like Replay, this will only be true on the card's last play.
            For example, if a card has Replay 2, this will be false for its first two CardPlays and true for the third.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CardPreviewMode.None">
            <summary>
            Do not calculate any previews.
            This should be used on the backend when doing actual value calculations.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CardPreviewMode.Normal">
            <summary>
            Calculate the "normal" previews (extra damage from <see cref="T:MegaCrit.Sts2.Core.Models.Powers.StrengthPower"/>, etc.)
            This should be the default when calculating a card's visuals.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CardPreviewMode.Upgrade">
            <summary>
            Calculate previews as if the card were being upgraded.
            This is used in <see cref="T:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview"/> and similar areas.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CardPreviewMode.MultiCreatureTargeting">
            <summary>
            Calculate previews as if multiple creatures were being targeted at once.
            This is relevant for cards that target all/random enemies, where all those enemies may have the same power
            that would apply to the card.
            For example, if all enemies have <see cref="T:MegaCrit.Sts2.Core.Models.Powers.VulnerablePower" />, attacks should preview the extra damage.
            If one enemy has it and another does not, attacks should not preview the extra damage.
            This is used in <see cref="T:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay"/> and similar areas.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.CardRarityExtensions.GetNextHighestRarityWithWrapping(MegaCrit.Sts2.Core.Entities.Cards.CardRarity)">
            <summary>
            Gets the next highest rarity.
            Basic -> Common -> Uncommon -> Rare -> Common.
            Intended to be used in a loop with a blacklist. Be careful not to get into an infinite loop if the blacklist is
            full.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CardScope.None">
            <summary>
            A card that has no scope. Used in places like the Card Library.
            Should never be used during a run (even things like upgrade previews should have a scope).
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CardScope.Run">
            <summary>
            A card that exists for an entire run.
            Cards in the player's deck have the Run scope, as do cards offered at the merchant, during end-of-combat
            rewards, shown in the upgrade preview at the rest site, etc.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CardScope.Combat">
            <summary>
            A card that exists for a single combat.
            Cards in the player's draw/discard/exhaust/hand piles have the Combat scope, as do cards generated by effects
            like <see cref="T:MegaCrit.Sts2.Core.Models.Potions.AttackPotion"/>, shown in the upgrade preview for <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Armaments"/>, etc.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Cards.CardTag">
             <summary>
             Card Tags are behavior-less metadata that other models can use to look things up.
            
             A card tag should NEVER automatically add behavior to a specific card, which means non-model areas of the codebase
             should probably never reference individual ones. If you're here to try and add automatic behavior to a card, check
             out CardKeyword instead.
            
             The proper way to use Card Tags is for other models to look them up to power their own behavior.
            
             For example, Perfected Strike ("Deal 6 damage. Deals 2 additional damage for ALL your cards containing 'Strike'.")
             can look up all cards with the Strike keyword to determine how much extra damage to deal.
             </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CardTag.Strike">
             <summary>
             Makes this card a "Strike" card (<see cref="T:MegaCrit.Sts2.Core.Models.Cards.StrikeIronclad"/>, <see cref="T:MegaCrit.Sts2.Core.Models.Cards.PommelStrike"/>, etc).
            
             Used by effects that apply to Strikes, generally in tandem with a Basic rarity check (like
             <see cref="T:MegaCrit.Sts2.Core.Models.Relics.PandorasBox"/>), but also sometimes without (like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.PerfectedStrike"/> and
             <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Hellraiser"/>).
             </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CardTag.Defend">
             <summary>
             Makes this card a "Defend" card (<see cref="T:MegaCrit.Sts2.Core.Models.Cards.DefendIronclad"/>, <see cref="T:MegaCrit.Sts2.Core.Models.Cards.DefendSilent"/>, etc).
            
             Used by effects that apply to Defends, generally in tandem with a Basic rarity check (like
             <see cref="T:MegaCrit.Sts2.Core.Models.Relics.PandorasBox"/>), but also sometimes without (like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Fasten"/>).
             </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CardTag.Minion">
             <summary>
             Makes this card a "Minion" card (<see cref="T:MegaCrit.Sts2.Core.Models.Cards.MinionDiveBomb"/>, <see cref="T:MegaCrit.Sts2.Core.Models.Cards.MinionSacrifice"/>, etc).
            
             Used by effects that apply to Minion cards, like <see cref="T:MegaCrit.Sts2.Core.Models.Relics.VitruvianMinion"/>.
             </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CardTag.OstyAttack">
            <summary>
            Makes this card an "Osty Attack" card (<see cref="T:MegaCrit.Sts2.Core.Models.Cards.Poke"/>, <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Flatten"/>, etc).
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CardTag.Shiv">
            <summary>
            Makes this card a "Shiv" card (<see cref="F:MegaCrit.Sts2.Core.Entities.Cards.CardTag.Shiv"/>).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Cards.CardTransformation">
            <summary>
            Represents a transformation of one card in a pile to another card which replaces the original card in the same pile.
            If Replacement is set, then it will be used as a direct replacement.
            If ReplacementOptions is set, then a random card will be chosen from one of those options.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.CardTransformation.IsInCombat">
            <summary>
            Whether the original card is in combat at construction time. Captured here because the card
            may be removed from its pile before GetReplacement is called, which would make CombatState null.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Cards.CostModifiers">
            <summary>
            An enum representing the types of modifiers that should be included when calculating a card's energy cost.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CostModifiers.None">
             <summary>
             No modifiers at all. This will just return the card's unmodified energy cost.
            
             What is the difference between this and <see cref="P:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.Canonical"/>? A card's canonical cost is what
             would be "printed" on the card if it was printed out on paper, which means it cannot include _permanent_
             modifications. The most prolific permanent modification is an upgrade; cards like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Apotheosis"/>
             reduce their cost by 1 when upgraded. This change will be reflected when using <see cref="F:MegaCrit.Sts2.Core.Entities.Cards.CostModifiers.None"/>,
             but not when calling <see cref="P:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.Canonical"/>.
             </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CostModifiers.Local">
            <summary>
            Include any modifiers that have been applied directly to the card.
            These modifiers live locally on the card itself, and will persist regardless of changes to other models in the
            combat state.
            </summary>
            <example>
            See <see cref="T:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifierExpiration"/> for examples.
            </example>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CostModifiers.Global">
            <summary>
            Include any modifiers that are persistently applied by other models in the global game state, and that may
            change or wear off based on changes to other models in the game state.
            </summary>
            <example>
            <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Enthralled"/>, which applies a persistent "cost 1 more energy" modifier to all cards in the player's
            hand. This effect will wear off if Enthralled leaves the player's hand.
            </example>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.CostModifiers.All">
            <summary>
            Include all modifiers.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Cards.KeywordSources">
            <summary>
            An enum representing the types of sources that should be included when calculating a card's keywords.
            This mirrors <see cref="T:MegaCrit.Sts2.Core.Entities.Cards.CostModifiers"/>; see that type for the analogous local-vs-global distinction on energy cost.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.KeywordSources.None">
            <summary>
            No sources at all. This returns an empty set.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.KeywordSources.Local">
            <summary>
            Include keywords that have been applied directly to the card.
            These live locally on the card itself (canonical keywords plus local <see cref="M:MegaCrit.Sts2.Core.Models.CardModel.AddKeyword(MegaCrit.Sts2.Core.Entities.Cards.CardKeyword)"/> minus
            local <see cref="M:MegaCrit.Sts2.Core.Models.CardModel.RemoveKeyword(MegaCrit.Sts2.Core.Entities.Cards.CardKeyword)"/>), and persist regardless of changes to other models in the combat
            state. <see cref="T:MegaCrit.Sts2.Core.Models.Relics.MusicBox"/> applies Ethereal this way.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.KeywordSources.Global">
            <summary>
            Include keywords that are persistently granted by other models in the combat state, and that wear off when that
            source changes or leaves. These are never stored on the card; they are computed on demand.
            <see cref="T:MegaCrit.Sts2.Core.Models.Powers.HexPower"/> grants Ethereal this way for as long as it exists.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.KeywordSources.All">
            <summary>
            Include all sources.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifier">
             <summary>
             A class representing a single local modifier to a card's cost.
            
             A <see cref="T:MegaCrit.Sts2.Core.Models.CardModel"/>'s <see cref="T:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost"/> contains a list of these local modifiers, which are
             executed in the order they were applied to determine the card's final cost (before global modifiers if requested).
            
             For example, imagine the following scenario:
            
             You have a card with a base cost of 5. The following sequence of events occurs:
             1. An effect sets the card's cost to 2 (absolute) for the whole combat.
             2. Another effect increases the card's cost by 1 (relative) for the whole combat.
             3. Another effect sets the card's cost to 0 (absolute) just for this turn.
             4. Another effect increases the card's cost by 1 (relative) for the whole combat.
            
             The CardEnergyCost's list of local modifiers would look like this:
            
             [
                 LocalCostModifier(2, Absolute, WholeCombat),
                 LocalCostModifier(1, Relative, WholeCombat),
                 LocalCostModifier(0, Absolute, ThisTurn),
                 LocalCostModifier(1, Relative, WholeCombat)
             ]
            
             And the card's calculated cost would be 1.
            
             Then, after the turn ends, the LocalCostModifier(0, Absolute, ThisTurn) modifier would wear off, and the list of
             local modifiers would look like this:
            
             [
                 LocalCostModifier(2, Absolute, WholeCombat),
                 LocalCostModifier(1, Relative, WholeCombat),
                 LocalCostModifier(1, Relative, WholeCombat)
             ]
            
             And the card's calculated cost would be 4.
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifier.Amount">
            <summary>
            This modifier's amount.
            For <see cref="F:MegaCrit.Sts2.Core.Entities.Cards.LocalCostType.Absolute"/>, this is the cost that the card should be set to.
            For <see cref="F:MegaCrit.Sts2.Core.Entities.Cards.LocalCostType.Relative"/>, this is the amount that the card's cost should be offset by.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifier.Type">
            <summary>
            What algorithm should be used to apply this modifier to its card's cost.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifier.Expiration">
            <summary>
            When should this modifier wear off?
            Depending on this value, the modifier may wear off after certain game events. For example, a modifier with
            <see cref="F:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifierExpiration.WhenPlayed"/> will wear off after the card is played.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifier.IsReduceOnly">
            <summary>
            Should this modifier only be included in the cost calculation if it would lower the cost?
            Usually false, but true for effects that have the word "Reduce" in them.
            If you're not sure whether to set this to true or false, check if the effect uses the word "Reduce".
            If it does, set it to true. If not, set it to false.
            If you're still not sure, read the example below.
            If you're still not sure, set it to false.
            </summary>
            <example>
            <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Enlightenment"/> says "Reduce the cost of ALL cards in your Hand to 1".
            If you have a 3-cost card in your hand that's been temporarily reduced to 0 via other
            <see cref="T:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifier"/>s, <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Enlightenment"/> should not raise it up to 1.
            However, once the other modifiers wear off, <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Enlightenment"/> should kick in and reduce the cost to 1.
            </example>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifier.Modify(System.Int32)">
            <summary>
            Modify the passed cost.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifierExpiration">
            <summary>
            How long an <see cref="T:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifier"/> should last.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifierExpiration.EndOfCombat">
            <summary>
            This modifier should wear off when combat ends.
            Used for effects like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Enlightenment"/> and <see cref="T:MegaCrit.Sts2.Core.Models.Cards.KinglyKick"/>.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifierExpiration.EndOfTurn">
            <summary>
            This modifier should wear off when the turn ends.
            Used for effects like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.BulletTime"/> and <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Pinpoint"/>.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifierExpiration.WhenPlayed">
            <summary>
            This modifier should wear off when the card is played.
            Used for effects like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Eidolon"/>.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Cards.LocalCostType">
            <summary>
            What algorithm should be used to apply a <see cref="T:MegaCrit.Sts2.Core.Entities.Cards.LocalCostModifier"/> to a card's cost.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.LocalCostType.Absolute">
            <summary>
            The card's local cost should be reset to this specific value.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.LocalCostType.Relative">
            <summary>
            The card's current local cost should be offset by this amount.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Cards.PileType">
            <summary>
            Used for determining which Card Pile. Useful when flying cards around, knowing if a card is in your Hand or
            in the Discard Pile and things like that.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.PileType.Draw">
            <summary>
            Where cards are drawn from.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.PileType.Hand">
            <summary>
            Where cards are manually played from.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.PileType.Discard">
            <summary>
            Where cards are discarded/flushed to.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.PileType.Exhaust">
            <summary>
            Where cards are exhausted to.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.PileType.Play">
            <summary>
            A temporary pile that a card lives in while it's mid-play, so that it isn't counted towards your hand or your
            discard pile.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.PileType.Deck">
            <summary>
            Where cards live between rooms.
            When a new combat starts, all cards in here are cloned into your draw pile, so modifications to cards in combat
            won't modify cards in here.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.PileTypeExtensions.IsCombatPile(MegaCrit.Sts2.Core.Entities.Cards.PileType)">
             <summary>
             Is this pile a combat pile? Combat piles are:
            
             Hand
             Draw
             Discard
             Exhaust
             Play
             </summary>
             <param name="pileType">Pile to check.</param>
             <returns>Whether or not it's a combat pile.</returns>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.ResourceInfo.EnergySpent">
            <summary>
            The amount of energy that was spent when playing this card.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.ResourceInfo.EnergyValue">
            <summary>
            The amount of energy that this card cost when it was played.
            Note that this is not necessarily the same as <see cref="P:MegaCrit.Sts2.Core.Entities.Cards.ResourceInfo.EnergySpent"/>.
            For example, if you auto-play a 3-energy-cost card, this will be 3, while <see cref="P:MegaCrit.Sts2.Core.Entities.Cards.ResourceInfo.EnergySpent"/> will be 0.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.ResourceInfo.StarsSpent">
            <summary>
            The number of stars that were spent when playing this card.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.ResourceInfo.StarValue">
            <summary>
            The number of stars that this card cost when it was played.
            Note that this is not necessarily the same as <see cref="P:MegaCrit.Sts2.Core.Entities.Cards.ResourceInfo.StarsSpent"/>.
            For example, if you auto-play a 3-star-cost card, this will be 3, while <see cref="P:MegaCrit.Sts2.Core.Entities.Cards.ResourceInfo.StarsSpent"/> will be 0.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.TargetType.Self">
            <summary>Can only target self. No target selection.</summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.TargetType.AnyEnemy">
            <summary>Can target any enemy. Target selection is performed to determine the enemy.</summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.TargetType.AllEnemies">
            <summary>Targets all enemies. No target selection.</summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.TargetType.RandomEnemy">
            <summary>Targets all enemies. No target selection.</summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.TargetType.AnyPlayer">
            <summary>
            Targets any player.
            In multiplayer, target selection is performed to determine the player.
            In singleplayer, no target selection is performed.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.TargetType.AnyAlly">
            <summary>
            Targets any ally (any player excluding itself).
            In multiplayer, target selection is performed to determine the player.
            You should not see this in singleplayer.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.TargetType.AllAllies">
            <summary>Targets all allies. No target selection.</summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.TargetType.TargetedNoCreature">
            <summary>
            Target selection is performed, but no creature target is expected.
            Currently only used by <see cref="T:MegaCrit.Sts2.Core.Models.Potions.FoulPotion"/> to target the merchant, which is not a creature.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.TargetType.Osty">
            <summary>Targets the local player's Osty</summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Cards.TemporaryCardCost">
            <summary>
            Represents a card cost that should only exist temporarily.
            Used for effects that set a card's cost to a specific value.
            For effects that modify a card's existing cost by a certain amount, see <see cref="T:MegaCrit.Sts2.Core.Entities.Cards.TemporaryCardCostOffset"/>.
            Used for both temporary energy and star card costs.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.TemporaryCardCost.Cost">
            <summary>
            The amount that this card's cost is set to.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.TemporaryCardCost.ClearsWhenTurnEnds">
            <summary>
            Should this temporary cost be cleared when the turn ends?
            This is true for effects that say something like "It costs N _this turn_" (like Attack Potion).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.TemporaryCardCost.ClearsWhenCardIsPlayed">
            <summary>
            Should this temporary cost be cleared when the card is played?
            This is true for effects that say something like "It costs N _until played_" (like King's Gambit),
            AND for effects that say something like "It costs N _this turn_" (like Attack Potion).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.TemporaryCardCost.UntilPlayed(System.Int32)">
            <summary>
            A temporary cost that is cleared only when the card is played.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.TemporaryCardCost.ThisTurn(System.Int32)">
            <summary>
            A temporary cost that is cleared when the card is played OR at the end of the current
            turn, whichever comes first.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.TemporaryCardCost.ThisCombat(System.Int32)">
            <summary>
            A temporary cost that remains for the entire combat.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Cards.TemporaryCardCostOffset">
            <summary>
            Represents a card cost offset that should only exist temporarily.
            Used for effects that modify a card's cost by a certain amount.
            For effects that set a card's cost to a specific value, see <see cref="T:MegaCrit.Sts2.Core.Entities.Cards.TemporaryCardCost"/>.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.TemporaryCardCostOffset.Offset">
            <summary>
            The amount that this card's cost is modified by.
            Positive for cost increases, negative for cost decreases.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.TemporaryCardCostOffset.ClearsWhenTurnEnds">
            <summary>
            Should this temporary cost offset be cleared when the turn ends?
            This is true for effects that say something like "It costs N more _this turn_".
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Cards.TemporaryCardCostOffset.ClearsWhenCardIsPlayed">
            <summary>
            Should this temporary cost offset be cleared when the card is played?
            This is true for effects that say something like "It costs N more _until played_",
            AND for effects that say something like "It costs N more _this turn_".
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.TemporaryCardCostOffset.UntilPlayed(System.Int32)">
            <summary>
            A temporary cost offset that is cleared only when the card is played.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.TemporaryCardCostOffset.ThisTurn(System.Int32)">
            <summary>
            A temporary cost offset that is cleared when the card is played OR at the end of the current
            turn, whichever comes first.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Cards.TemporaryCardCostOffset.ThisCombat(System.Int32)">
            <summary>
            A temporary cost offset that remains for the entire combat.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.UnplayableReason.HasUnplayableKeyword">
            <summary>
            The card has the Unplayable keyword, or its UnplayableThisTurn flag is set to true.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.UnplayableReason.BlockedByHook">
            <summary>
            Something like Normality is blocking the card from being played.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.UnplayableReason.BlockedByCardLogic">
            <summary>
            The card itself has a built-in reason that is blocking its play, like how Grand Finale can't be played unless
            your draw pile is empty.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.UnplayableReason.EnergyCostTooHigh">
            <summary>
            You don't have enough energy to play the card.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.UnplayableReason.StarCostTooHigh">
            <summary>
            You don't have enough stars to play the card.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Cards.UnplayableReason.NoLivingAllies">
            <summary>
            You have no living allies you can target.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Characters.CharacterGender">
            <summary>
            Represents a character's gender for grammatical purposes.
            These do not necessarily align with the character's gender identity.
            For example, in French, a nonbinary character may want to use any of these options, but there is no grammatical
            gender specifically for "nonbinary" in French.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.Creature.CombatState">
            <summary>
            The CombatState that this creature exists in.
            Never null for monsters.
            Will be null for players when outside of combat.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.Creature.Name">
            <summary>
            Use this when displaying the name to the player.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.Creature.LogName">
            <summary>
            Use this when logging the name of the creature.
            It avoids logging player names directly.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.Creature.HpDisplay">
            <summary>
            How should this creature's health bar be displayed?
            This is mostly for visuals, although a few gameplay effects (like <see cref="T:MegaCrit.Sts2.Core.Models.Powers.HellraiserPower"/>) check it to see
            if the creature can currently take damage.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.Creature.PetOwner">
            <summary>
            The player that owns this pet.
            Returns null if this creature is not a pet.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.Creature.IsPet">
            <summary>
            Is this creature a pet?
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.Creature.Pets">
            <summary>
            Get all the pets that belong to this creature.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.Creature.IsPrimaryEnemy">
            <summary>
            Is this creature a <b>primary enemy</b>?
            A <b>primary enemy</b> can stay alive all alone.
            A <b>secondary enemy</b> will automatically die unless there's also a living primary enemy.
            Most enemies are primary enemies. Enemies with powers like <see cref="T:MegaCrit.Sts2.Core.Models.Powers.MinionPower"/> or <see cref="T:MegaCrit.Sts2.Core.Models.Powers.IllusionPower"/> are
            secondary.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.Creature.IsSecondaryEnemy">
            <summary>
            Is this creature a <b>secondary enemy</b>?
            See <see cref="P:MegaCrit.Sts2.Core.Entities.Creatures.Creature.IsPrimaryEnemy"/> for detailed definitions.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.Creature.IsHittable">
            <summary>
            Is this creature <b>hittable</b>?
            A <b>hittable</b> creature is alive and can be "hit" by effects.
            This is different from <b>targetable</b>; an un-targetable creature can still be hit by AOE effects.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.Creature.CanReceivePowers">
            <summary>
            Can this creature have powers applied to it?
            A creature can have powers applied to it if it's in combat and can be "hit" by effects.
            This is different from <b>targetable</b>; an un-targetable creature can have powers applied to it.
            It's also different from <b>hittable</b>; a creature is not hittable if it's dead, but dead creatures can still
            have powers applied to them.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Creatures.Creature.AfterAddedToRoom">
            <summary>
            Called when the creature is first added to combat.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Creatures.Creature.DamageBlockInternal(System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp)">
            <summary>
            DO NOT CALL UNLESS YOU KNOW EXACTLY WHAT YOU'RE DOING.
            Hooks and everything are all done in CreatureCmd.Damage, so there needs to be a really good reason to want to
            avoid them.
            </summary>
            <param name="amount">Amount of damage to be dealt to this creature's block.</param>
            <param name="props">Damage props</param>
            <returns>How much damage was blocked.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Creatures.Creature.LoseHpInternal(System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp)">
            <summary>
            DO NOT CALL UNLESS YOU KNOW EXACTLY WHAT YOU'RE DOING.
            Hooks and everything are all done in CreatureCmd.Damage, so there needs to be a really good reason to want to
            avoid them.
            </summary>
            <param name="amount">Amount of damage to be dealt to this creature's HP.</param>
            <param name="props">Value props for the damage.</param>
            <returns>Result of the damage.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Creatures.Creature.StunInternal(System.Func{System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature},System.Threading.Tasks.Task},System.String)">
            <summary>
            Stun this creature.
            You should probably be calling
            <see cref="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.Stun(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Func{System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature},System.Threading.Tasks.Task},System.String)"/> instead.
            </summary>
            <param name="stunMove">Logic for the move that the stunned creature will "perform".</param>
            <param name="nextMoveId">
            ID of the move that the creature should perform the turn after they perform stunMove.
            If null or empty, this will default to the last move they performed.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Creatures.Creature.ApplyPowerInternal(MegaCrit.Sts2.Core.Models.PowerModel)">
            <summary>
            NEVER CALL THIS!
            ONLY PowerModel.ApplyInternal should be calling this.
            </summary>
            <param name="power">Power to apply.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Creatures.Creature.InvokePowerModified(MegaCrit.Sts2.Core.Models.PowerModel,System.Int32,System.Boolean)">
            <summary>
            NEVER CALL THIS!
            ONLY PowerModel.Amount should be calling this.
            </summary>
            <param name="power">Power to modify.</param>
            <param name="change">How much the power has changed.</param>
            <param name="silent">Whether or not VFX should be displayed for this power.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Creatures.Creature.RemovePowerInternal(MegaCrit.Sts2.Core.Models.PowerModel)">
            <summary>
            NEVER CALL THIS!
            ONLY PowerModel.RemoveInternal should be calling this.
            </summary>
            <param name="power">Power to remove.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Creatures.Creature.RemoveAllPowersInternalExcept(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.PowerModel})">
            <summary>
            NEVER CALL THIS UNLESS YOU KNOW WHAT YOU'RE DOING!
            This skips the AfterRemoved call for powers.
            </summary>
            <param name="except">Powers that should not be removed.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Creatures.Creature.GetHpPercentRemaining">
            <summary>
            Helper function to get the percent hp of a creature (0 - 1).
            </summary>
            <returns></returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Creatures.DamageResult">
            <summary>
            A class containing a bunch of meta-info about an instance of damage that was dealt to a creature.
            See comments on individual properties for more details and examples.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.DamageResult.Receiver">
            <summary>
            The creature that received the damage.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.DamageResult.Props">
            <summary>
            The value props of the damage that was dealt.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.DamageResult.BlockedDamage">
            <summary>
            The amount of damage that was blocked by the target.
            </summary>
            <example>
            X deals 10 damage to Y, who has 15 Block. BlockedDamage = 10.
            X deals 20 damage to Y, who has 15 Block. BlockedDamage = 15.
            X deals 20 damage to Y, who has 20 Block. BlockedDamage = 20.
            X deals 20 damage to Y, who has 0 Block.  BlockedDamage = 20.
            </example>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.DamageResult.UnblockedDamage">
            <summary>
            The amount of damage that the target received after blocking all that it could.
            </summary>
            <example>
            X deals 10 damage to Y, who has 15 Block. UnblockedDamage = 0.
            X deals 20 damage to Y, who has 15 Block. UnblockedDamage = 5.
            X deals 20 damage to Y, who has 20 Block. UnblockedDamage = 0.
            X deals 20 damage to Y, who has 0 Block.  UnblockedDamage = 20.
            </example>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.DamageResult.OverkillDamage">
            <summary>
            If the target was killed, this will be the amount of extra damage that the target received after their HP
            dropped to 0.
            </summary>
            <example>
            X deals 10 damage to Y, who has 15 HP. OverkillDamage = 0.
            X deals 10 damage to Y, who has 10 HP. OverkillDamage = 0.
            X deals 10 damage to Y, who has 5 HP.  OverkillDamage = 5.
            </example>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.DamageResult.TotalDamage">
            <summary>
            The total amount of damage that the target received, including both blocked and unblocked.
            </summary>
            <example>
            X deals 10 damage to Y, who has 15 Block. TotalDamage = 10.
            X deals 20 damage to Y, who has 15 Block. TotalDamage = 20.
            X deals 20 damage to Y, who has 20 Block. TotalDamage = 20.
            X deals 20 damage to Y, who has 0 Block.  TotalDamage = 20.
            </example>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.DamageResult.WasBlockBroken">
            <summary>
            Whether the creature's block was broken by this instance of damage.
            Note: If possible, you should prefer using the AfterBlockBroken hook instead of checking this, as non-damage
            sources like Expose can remove block.
            </summary>
            <example>
            X deals 10 damage to Y, who has 15 Block. WasBlockBroken = false.
            X deals 20 damage to Y, who has 15 Block. WasBlockBroken = true.
            X deals 20 damage to Y, who has 20 Block. WasBlockBroken = true.
            X deals 20 damage to Y, who has 0 Block.  WasBlockBroken = false.
            </example>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.DamageResult.WasFullyBlocked">
            <summary>
            Whether the entirety of this instance of damage was blocked.
            </summary>
            <example>
            X deals 10 damage to Y, who has 15 Block. WasFullyBlocked = true.
            X deals 20 damage to Y, who has 15 Block. WasFullyBlocked = false.
            X deals 20 damage to Y, who has 20 Block. WasFullyBlocked = true.
            X deals 20 damage to Y, who has 0 Block.  WasFullyBlocked = false.
            </example>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.DamageResult.WasTargetKilled">
            <summary>
            Was the creature that took damage killed by it?
            Note: This will return true even if the creature was resurrected afterwards (Fairy in a Bottle, etc.).
            </summary>
            <example>
            X deals 10 damage to Y, who has 15 HP. WasTargetKilled = false.
            X deals 20 damage to Y, who has 15 HP. WasTargetKilled = true.
            X deals 20 damage to Y, who has 20 HP. WasTargetKilled = true.
            X deals 20 damage to Y, who has 20 HP and Fairy in a Bottle. WasTargetKilled = true.
            </example>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Creatures.HpDisplay.Normal">
            <summary>
            Normal HP display (red background with poison/doom overlays, Current/Max HP numbers).
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Creatures.HpDisplay.InfiniteWithNumbers">
            <summary>
            Purple "infinite" background with Current/Max HP numbers.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Creatures.HpDisplay.InfiniteWithoutNumbers">
            <summary>
            Purple "infinite" background with infinity symbol instead of Current/Max HP numbers.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Creatures.HpDisplayExtensions.IsInfinite(MegaCrit.Sts2.Core.Entities.Creatures.HpDisplay)">
            <summary>
            Does this HP display indicate infinite HP?
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Creatures.HpDisplayExtensions.ShowsNumbers(MegaCrit.Sts2.Core.Entities.Creatures.HpDisplay)">
            <summary>
            Does this HP display show Current/Max HP numbers?
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Creatures.SummonResult">
            <summary>
            A class containing meta-info about the result of a Summon.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.SummonResult.Creature">
            <summary>
            The creature that was summoned.
            Null if something blocks the summon.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Creatures.SummonResult.Amount">
            <summary>
            The amount that they were summoned for.
            0 if something blocks the summon.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Enchantments.EnchantmentOption">
            <summary>
            Utility object representing a random enchantment that may be applied to a card.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Enchantments.EnchantmentOption.#ctor(MegaCrit.Sts2.Core.Models.EnchantmentModel,System.Int32,System.Int32)">
            <summary>
            Utility object representing a random enchantment that may be applied to a card.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Gold.GoldLossType">
            <summary>
            Used to help flavor how the gold was lost in the Map History.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Gold.GoldLossType.Spent">
            <summary>
            Gold was spent in a transaction. Typically from a shop.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Gold.GoldLossType.Lost">
            <summary>
            Gold was lost without involving another entity (i.e. dropping it down a hole in an event).
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Gold.GoldLossType.Stolen">
            <summary>
            Gold was taken by someone (i.e. <see cref="T:MegaCrit.Sts2.Core.Models.Powers.ThieveryPower"/>)
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Merchant.MerchantCardEntry">
            <summary>
            Manages a buy-able card in the merchant shop.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Merchant.MerchantCardRemovalEntry">
            <summary>
            Manages the card removal option of a merchant shop
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Merchant.MerchantDialogueSet.WelcomeLines">
            <summary>
            Lines for when the player enters the merchant room.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Merchant.MerchantDialogueSet.FoulPotionLines">
            <summary>
            Lines for when the player throws a <see cref="T:MegaCrit.Sts2.Core.Models.Potions.FoulPotion"/> at the merchant.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Merchant.MerchantDialogueSet.PlayerDeadLines">
            <summary>
            Lines for when the player is dead.
            Rare, but can happen in multiplayer if one player is dead and the others go to the merchant.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Merchant.MerchantDialogueSet.OpenInventoryLines">
            <summary>
            Lines for when the player opens the merchant's inventory.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Merchant.MerchantDialogueSet.GetPurchaseSuccessLines(MegaCrit.Sts2.Core.Entities.Merchant.PurchaseStatus)">
            <summary>
            Get all the valid lines for a given purchase status.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Merchant.MerchantEntry">
            <summary>
            Represents purchasable entry in the merchant shop.
            Wrapped in an NMerchant_Node that manages the UI interactions.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Merchant.MerchantEntry.OnTryPurchase(MegaCrit.Sts2.Core.Entities.Merchant.MerchantInventory,System.Boolean)">
            <summary>
            Subclass-specific logic for purchasing the item in the entry.
            </summary>
            <param name="inventory">Inventory that the entry is being purchased in.</param>
            <param name="ignoreCost">Whether or not the cost should be ignored</param>
            <returns>Tuple containing whether or not the purchase was successful and the amount of gold spent.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Merchant.MerchantEntry.ClearAfterPurchase">
            <summary>
            Subclass-specific logic for clearing the entry after a purchase.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Merchant.MerchantEntry.RestockAfterPurchase(MegaCrit.Sts2.Core.Entities.Merchant.MerchantInventory)">
            <summary>
            Subclass-specific logic for restocking the entry after a purchase if the player has an effect like
            <see cref="T:MegaCrit.Sts2.Core.Models.Relics.TheCourier"/>.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Merchant.MerchantPotionEntry">
             <summary>
             Manages a purchasable potion in the merchant shop.
            
             </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Merchant.MerchantRelicEntry">
            <summary>
            Manages a purchasable relic in the merchant shop
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Merchant.PurchaseStatus.Success">
            <summary>
            The purchase was successful.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Merchant.PurchaseStatus.FailureGold">
            <summary>
            The purchase failed due to lack of gold.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Merchant.PurchaseStatus.FailureSpace">
            <summary>
            The purchase failed due to lack of space in the player's inventory.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Merchant.PurchaseStatus.FailureForbidden">
            <summary>
            The purchase failed because some external effect prevented it (like <see cref="T:MegaCrit.Sts2.Core.Models.Relics.Sozu"/> for a potion purchase).
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Merchant.PurchaseStatus.FailureOutOfStock">
            <summary>
            The purchase failed because the Merchant does not have this slot stocked.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Models.DeterministicModelComparer">
            <summary>
            An IComparer which sorts a collection of models into the same order.
            The HookBus keeps a collection of models. In multiplayer, these models may be added or removed in different orders
            based on the peer. However, we need these models to execute their hooks in the exact same order across all peers
            to maintain determinism.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Models.PlayerChoiceType.CanonicalCard">
            <summary>
            For when the player is choosing from a set of canonical cards, like the cards generated by Attack Potion.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Models.PlayerChoiceType.CombatCard">
            <summary>
            For when the player is choosing from a set of mutable cards in a combat pile, like the cards in your hand when
            you play Survivor.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Models.PlayerChoiceType.DeckCard">
            <summary>
            For when the player is choosing from a set of mutable cards in a player's deck, like when you choose the Smith
            option at a rest site.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Models.PlayerChoiceType.MutableCard">
            <summary>
            For when the player is choosing from a set of mutable cards.
            Should be used any time we want the player to choose from a set of cards that may be modified from their
            canonical version (like if they're upgraded or enchanted).
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Models.PlayerChoiceType.Player">
            <summary>
            For when the player is targeting players outside of combat, and the decision point is synced.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Models.PlayerChoiceType.Index">
            <summary>
            For when the player is choosing an option out of a deterministically generated list of options.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.ActionSynchronizerCombatState.NotInCombat">
            <summary>
            We're not in combat.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.ActionSynchronizerCombatState.PlayPhase">
            <summary>
            We're in combat, and the player is fully in control.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.ActionSynchronizerCombatState.EndTurnPhaseOne">
            <summary>
            We're in combat, and we're in phase one of ending the turn.
            Queues are unpaused during this time to allow generated hook actions (like Well-Laid Plans) to execute, but all
            other types of actions will be automatically canceled to prevent interleaving of actions with hooks.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.ActionSynchronizerCombatState.NotPlayPhase">
            <summary>
            We're in combat, and the player is not fully in control. This encapsulates the enemy turn and the draw phase of
            the player's turn.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Multiplayer.ConnectionFailureExtraInfo">
            <summary>
            Class for holding extra info to display in multiplayer errors if the error is a ConnectionFailureReason.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.ConnectionFailureExtraInfo.missingModsOnLocal">
            <summary>
            The mods that the host has that we are missing on our end.
            Only set on ConnectionFailureReason.ModMismatch.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.ConnectionFailureExtraInfo.missingModsOnHost">
            <summary>
            The mods that we have that are missing on the host's end.
            Only set on ConnectionFailureReason.ModMismatch.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Multiplayer.ConnectionFailureReason">
            <summary>
            Sent in the InitialGameInfoMessage. If a client receives this, then they will be disconnected shortly after receiving
            the message, and they should show a relevant error.
            This is used specifically during connection. See DisconnectionReason for generic disconnection reasons.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.ConnectionFailureReason.LobbyFull">
            <summary>
            The lobby has reached the maximum number of players.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.ConnectionFailureReason.NotInSaveGame">
            <summary>
            The host loaded from a save file and the client attempting to join is not one of the players in the save.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.ConnectionFailureReason.RunInProgress">
            <summary>
            The run is already in progress and the client attempting to join is not one of the players in the run.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.ConnectionFailureReason.VersionMismatch">
            <summary>
            The host's game version does not match ours.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.ConnectionFailureReason.ModMismatch">
            <summary>
            Either the host has mods that we don't have, or we have mods that the host doesn't have.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.GameActionType.Combat">
            <summary>
            Canceled if in the queue when we reach the end of combat, or if it is enqueued while we are not in combat.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.GameActionType.CombatPlayPhaseOnly">
            <summary>
            Canceled if in the queue when we reach the end of combat, or if it is enqueued while we are not in combat.
            If it is requested to be enqueued outside of the player's play phase, the request is deferred until it becomes
            the play phase for the local player.
            This is used for things like card plays and potion uses so that they occur only after the player turn is completely
            set up.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.GameActionType.NonCombat">
            <summary>
            Not canceled at the end of combat.
            If the action reaches the front of queue during combat, it will not be executed until the combat ends.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.GameActionType.Any">
            <summary>
            Not canceled at the end of combat, and can be executed at any time (in or out of combat).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError">
            <summary>
            A list of reasons for which we may be disconnected from a remote host. Each of these is associated with a particular
            error message that we can show to the user.
            It's likely that this list will expand over time.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.None">
            <summary>
            No reason was passed.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.Quit">
            <summary>
            Normal quit (Host save and quit or quit the application).
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.QuitGameOver">
            <summary>
            Normal quit at the end of the run. Signals to clients they should not also quit the application.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.HostAbandoned">
            <summary>
            Host abandoned the game without saving it.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.Kicked">
            <summary>
            We were forcibly removed from the game.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.InvalidJoin">
            <summary>
            Tried to join a user that is not currently in a multiplayer game.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.CancelledJoin">
            <summary>
            The user cancelled the join flow before it was completed.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.LobbyFull">
            <summary>The lobby we tried to connect to is full.</summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.RunInProgress">
            <summary>
            The run is already in progress, and rejoining is not implemented.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.NotInSaveGame">
            <summary>
            The run was loaded from a save file, and the player attempting to connect is not in the save.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.VersionMismatch">
            <summary>
            The host's version does not match the client's.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.JoinBlockedByUser">
            <summary>
            You are banned from the lobby, you have blocked someone in the lobby, or someone in the lobby blocked you.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.StateDivergence">
            <summary>
            Our state, as a client, diverged from the host's during combat.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.HandshakeTimeout">
            <summary>
            The client did not send the lobby join handshake response in time.
            Different from an internet timeout, as that is below the application layer.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.ModMismatch">
            <summary>
            Either the host had mods that we didn't have, or we had mods that the host didn't have.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.NoInternet">
            <summary>
            Couldn't connect to the session, likely because of internet issues.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.Timeout">
            <summary>
            Connection timed out.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.InternalError">
            <summary>
            Internal error, like an exception or a similar local bug.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.UnknownNetworkError">
            <summary>
            Network issue that we are not sure how to diagnose.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.RateLimited">
            <summary>
            Too many attempts to do the same thing. Player should try again in a bit.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.TryAgainLater">
            <summary>
            Generic transient issue. Player should try again later.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.FailedToHost">
            <summary>
            Hosting the game failed.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetError.SecureConnectionFailed">
            <summary>
            Couldn't make secure connection (Steam BadCert and BadCrypt). Most common cause is out-of-sync clocks.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Multiplayer.NetErrorInfo">
            <summary>
            Contains information about why a network operation failed, or why we disconnected from a multiplayer session.
            Prefer passing this instead of NetError, as this contains more information about the underlying error that might
            have been mapped to our NetError.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Multiplayer.NetErrorInfo.GetReason">
            <summary>
            Returns a disconnection reason mapped from the underlying transport disconnection reason.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Multiplayer.NetErrorInfo.GetErrorString">
            <summary>
            Returns a string with more human-readable details about the underlying cause of the disconnection.
            This is suitable for displaying to users as long as platform requirements allow plain error codes in messages.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Multiplayer.NetErrorInfo.ToString">
            <summary>
            Returns a string that should not be displayed to the user. Use this in debug logs.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Multiplayer.NetFullCombatState.PlayerState">
            <summary>
            All the combat-relevant state from the Player class.
            Includes most state except:
             - Rewards and Shop RNG counters (stripped out in FromRun)
             - Rarity odds
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Multiplayer.NetPlayerChoiceResult">
            <summary>
            Serializable version of PlayerChoiceResult, representing the result of a choice the player made mid-combat.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Multiplayer.NetScreenType">
            <summary>
            Used in multiplayer to sync which screen the player is on.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetScreenType.Room">
            <summary>
            Whichever room is the current room (e.g. the combat room, or the rest site).
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetScreenType.Map">
            <summary>
            Map screen.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetScreenType.Settings">
            <summary>
            Settings screen.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetScreenType.Compendium">
            <summary>
            Compendium screen.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetScreenType.DeckView">
            <summary>
            Deck view screen.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetScreenType.CardPile">
            <summary>
            Any combat card pile screen (exhaust, draw).
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetScreenType.SimpleCardsView">
            <summary>
            Simple card view screen, e.g. when viewing cards that were transformed by Rebirth
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetScreenType.CardSelection">
            <summary>
            Any card selection screen (Survivor card selection, smith card selection, event card selection).
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetScreenType.GameOver">
            <summary>
            Run history screen shown at the end of a run.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetScreenType.PauseMenu">
            <summary>
            The Pause menu (ESC during gameplay).
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetScreenType.Rewards">
            <summary>
            Any reward offer screen.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetScreenType.Feedback">
            <summary>
            The send feedback screen.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetScreenType.SharedRelicPicking">
            <summary>
            The shared relic picking screen at the treasure room.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Multiplayer.NetScreenType.RemotePlayerExpandedState">
            <summary>
            The expanded state displayed when a remote player is clicked.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Multiplayer.RunSessionState">
            <summary>
            The state of the multiplayer game that the client is joining.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Players.ExtraPlayerFields">
            <summary>
            Extra fields that are used for specific pieces of content per-player.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Players.ExtraPlayerFields.CardShopRemovalsUsed">
            <summary>
            The number of times the player has removed a card from their deck in the card shop.
            The card removal price increases each time, so we need to track this across the whole run.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Players.ExtraPlayerFields.WongoPoints">
            <summary>
            Points earned in the <see cref="T:MegaCrit.Sts2.Core.Models.Events.WelcomeToWongos"/> event.
            We can't save these immediately to SerializableProgress because, otherwise, the player would be able to exit the client,
            reload the event, and accumulate more points. We can't write to SerializableProgress and wait for something else to save
            it, because it only saves at the end of a run. So, we have to save this to the run data and let SaveManager
            accumulate the points into SerializableProgress at the end of the run.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Players.ExtraPlayerFields.CccomboBadgeUnlocked">
            <summary>
            Whether or not the player unlocked the CCCCombo badge.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Players.ExtraPlayerFields.DamageDealt">
            <summary>
            How much damage the player dealt, aggregated among all combats.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Players.ExtraPlayerFields.DebuffsApplied">
            <summary>
            How many debuffs the player applied to enemies, aggregated among all combats.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Players.Player.PlayerRng">
            <summary>
            Player-scoped RNG set.
            Note that this state is not deterministic outside of combat, events and rest sites
            This is initialized with a seed of 0, but is updated to a real seed when added to a <see cref="P:MegaCrit.Sts2.Core.Entities.Players.Player.RunState"/>.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Players.Player.PlayerOdds">
            <summary>
            Player-scoped odds set.
            Note that this state is not deterministic outside of combat, events and rest sites.
            This is initialized with a seed of 0, but is updated to a real seed when added to a <see cref="P:MegaCrit.Sts2.Core.Entities.Players.Player.RunState"/>.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Players.Player.RelicGrabBag">
            <summary>
            Player-scoped relic grab bag.
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.SharedRelicGrabBag"/> for the difference between this and the shared grab bag.
            Note that this state is not deterministic outside of combat, events and rest sites.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Players.Player.UnlockState">
            <summary>
            The set of unlocks the player entered the run with.
            This serves several purposes:
            - In multiplayer, this keeps track of each player's unlocks so that we generate only cards/potions/relics that
              the player has unlocked.
            - In both singleplayer and multiplayer, unlocking epochs outside of the run does not change the unlocks in a
              run that you load. The unlocks are saved into the run save file.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Players.Player.RunState">
            <summary>
            The state of the run that the player is in.
            Will usually be an instance of <see cref="P:MegaCrit.Sts2.Core.Entities.Players.Player.RunState"/>, but will be <see cref="T:MegaCrit.Sts2.Core.Runs.NullRunState"/> in some spots
            for testing, debugging, or one-off combat scenarios. You should never have to check for this though, as
            <see cref="T:MegaCrit.Sts2.Core.Runs.NullRunState"/> should always behave appropriately.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Players.Player.IsActiveForHooks">
            <summary>
            This is almost equivalent to Creature.IsAlive, except for a brief period of time between when the player's HP
            reaches zero and when DieInternal is called.
            It is used to allow hooks that prevent death to run before the player is fully considered dead.
            This is on Player and not Creature because monsters use a different mechanism for death prevention. Since
            creatures are always removed from combat after they are fully dead, their powers are always iterated, and we
            rely on creature removal to remove their powers from Hook. Players are different - they stick around after they
            are fully dead, and so we rely on this flag to stop model iteration.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Players.Player.Osty">
             <summary>
             Get this player's Osty pet Creature.
             If Osty is not in combat, this will return null.
             If Osty is dead, this will return the dead Osty Creature instance.
            
             Note: If you want to check that Osty is both present in combat and alive, use <see cref="P:MegaCrit.Sts2.Core.Entities.Players.Player.IsOstyAlive"/>.
             If you want to check that Osty is missing from combat or dead, use <see cref="P:MegaCrit.Sts2.Core.Entities.Players.Player.IsOstyMissing"/>.
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Players.Player.IsOstyAlive">
            <summary>
            Is Osty present in combat and alive?
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Players.Player.IsOstyMissing">
            <summary>
            Is Osty missing from combat or dead?
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Players.Player.MaxAscensionWhenRunStarted">
            <summary>
            The player's character's max ascension level when the run started.
            We need to keep track of this in order to properly show the "ascension unlocked" message when winning a run.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Players.Player.IsInventoryPopulated">
            <summary>
            Has this player's inventory been populated?
            A player object is initially created unpopulated, but the various populating methods should be called before
            the run they're in has fully been launched.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.CreateForNewRun``1(MegaCrit.Sts2.Core.Unlocks.UnlockState,System.UInt64)">
            <summary>
            Create a new player for use at the start of a new run.
            The player's inventory will be populated with the chosen character's starting cards, relics, etc., but these
            models will not work properly until the player is added to a <see cref="P:MegaCrit.Sts2.Core.Entities.Players.Player.RunState"/> and/or
            <see cref="T:MegaCrit.Sts2.Core.Combat.CombatState"/>.
            </summary>
            <param name="unlockState">The set of unlocks the player entered the run with.</param>
            <param name="netId">ID for uniquely identifying this player in multiplayer games.</param>
            <typeparam name="T">The type of the character that the player is playing as.</typeparam>
            <returns>A new player with an empty inventory.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.CreateForNewRun(MegaCrit.Sts2.Core.Models.CharacterModel,MegaCrit.Sts2.Core.Unlocks.UnlockState,System.UInt64)">
            <summary>
            Create a new player for use at the start of a new run.
            The player's inventory will be populated with the chosen character's starting cards, relics, etc., but these
            models will not work properly until the player is added to a <see cref="P:MegaCrit.Sts2.Core.Entities.Players.Player.RunState"/> and/or
            <see cref="T:MegaCrit.Sts2.Core.Combat.CombatState"/>.
            </summary>
            <param name="character">The character that the player is playing as.</param>
            <param name="unlockState">The set of unlocks the player entered the run with.</param>
            <param name="netId">ID for uniquely identifying this player in multiplayer games.</param>
            <returns>A new player with an empty inventory.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.FromSerializable(MegaCrit.Sts2.Core.Saves.Runs.SerializablePlayer)">
            <summary>
            Load a player from a SerializablePlayer.
            The player's inventory will be populated with the cards, relics, etc. from the SerializablePlayer., but these
            models will not work properly until the player is added to a <see cref="P:MegaCrit.Sts2.Core.Entities.Players.Player.RunState"/> and/or
            <see cref="T:MegaCrit.Sts2.Core.Combat.CombatState"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.AddRelicInternal(MegaCrit.Sts2.Core.Models.RelicModel,System.Int32,System.Boolean)">
            <summary>
            NEVER CALL THIS!
            Only RelicCmd.Obtain and save/load stuff should be calling this.
            </summary>
            <param name="relic">Relic to add.</param>
            <param name="index">Index at which relic should be inserted. -1 means at the end.</param>
            <param name="silent">If true, RelicObtained will not be called.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.RemoveRelicInternal(MegaCrit.Sts2.Core.Models.RelicModel,System.Boolean)">
            <summary>
            NEVER CALL THIS!
            ONLY RelicCmd.Remove should be calling this.
            </summary>
            <param name="relic">Relic to remove.</param>
            <param name="silent">If true, RelicRemoved will not be called.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.MeltRelicInternal(MegaCrit.Sts2.Core.Models.RelicModel)">
            <summary>
            NEVER CALL THIS!
            ONLY RelicCmd.Melt should be calling this.
            </summary>
            <param name="relic">Relic to melt.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.GetRelic``1">
            <summary>
            Get one of this player's relics.
            If the player has multiple of the same type of relic, just get the first one.
            If the player has none of this type of relic, returns null.
            </summary>
            <typeparam name="T">Type of relic to get.</typeparam>
            <returns>Matching relic.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.GetPotionSlotIndex(MegaCrit.Sts2.Core.Models.PotionModel)">
            <summary>
            Returns the slot index of the potion in the player's belt, or -1 if it is not in the belt.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.GetPotionAtSlotIndex(System.Int32)">
            <summary>
            Returns the potion at the slot index, or throws if the index is out of range.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.AddToMaxPotionCount(System.Int32)">
            <summary>
            Increases the maximum amount of potions the player can hold.
            </summary>
            <param name="maxPotionCountIncrease">The increased count of maximum amount of potions the player can carry.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.SubtractFromMaxPotionCount(System.Int32)">
            <summary>
            Decreases the maximum amount of potions the player can hold.
            </summary>
            <param name="maxPotionCountDecrease">The decreased count of maximum amount of potions the player can carry.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.SetMaxPotionCountInternal(System.Int32)">
            <summary>
            NEVER CALL THIS!
            ONLY save/load stuff should be calling this.
            </summary>
            <param name="newMaxPotionCount">The new maximum amount of potions the player can carry.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.AddPotionInternal(MegaCrit.Sts2.Core.Models.PotionModel,System.Int32,System.Boolean)">
            <summary>
            NEVER CALL THIS!
            ONLY PotionCmd.Procure and save/load stuff should be calling this.
            </summary>
            <param name="potion">Potion to add.</param>
            <param name="slotIndex">Slot at which to add the potion. If -1, the potion will be added in the first available slot.</param>
            <param name="silent">If true, no events will be called.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.DiscardPotionInternal(MegaCrit.Sts2.Core.Models.PotionModel,System.Boolean)">
            <summary>
            NEVER CALL THIS!
            ONLY PotionModel.Discard should be calling this.
            </summary>
            <param name="potion">Potion to discard.</param>
            <param name="silent">If true, PotionDiscarded will not be called.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.RemoveUsedPotionInternal(MegaCrit.Sts2.Core.Models.PotionModel)">
            <summary>
            NEVER CALL THIS!
            ONLY PotionModel.Remove should be calling this.
            </summary>
            <param name="potion">Used potion to remove.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.PopulateStartingDeck">
            <summary>
            Populates the character's starting deck to start a new game.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.PopulateDeck(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel},System.Boolean)">
            <summary>
            Populates a player's existing deck.
            This can be from a multiplayer sync or from a save file.
            </summary>
            <param name="cards">Cards to load.</param>
            <param name="silent">
            Whether or not to emit events. If loading from a multiplayer sync, we don't want to emit events.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.PopulateRelics(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.RelicModel},System.Boolean)">
            <summary>
            Loads a player's existing relic set.
            This can be from the player's starting relics, from a multiplayer sync, or from a save file.
            </summary>
            <param name="relics">Relics to load.</param>
            <param name="silent">
            Whether or not to emit events. If loading from a multiplayer sync, we don't want to emit events.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.LoadPotions(System.Collections.Generic.List{MegaCrit.Sts2.Core.Saves.Runs.SerializablePotion},System.Boolean)">
            <summary>
            Loads a player's existing potion set.
            This can be from a multiplayer sync or from a save file.
            </summary>
            <param name="serializablePotions">Cards to load.</param>
            <param name="silent">Whether or not to emit events. If loading from a multiplayer sync, we don't want to emit events.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.ResetCombatState">
            <summary>
            Resets the player's combat state to an empty state.
            This will leave the player with no cards in combat, so you should usually call <see cref="M:MegaCrit.Sts2.Core.Entities.Players.Player.PopulateCombatState(MegaCrit.Sts2.Core.Random.Rng,MegaCrit.Sts2.Core.Combat.CombatState)"/>
            after.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.PopulateCombatState(MegaCrit.Sts2.Core.Random.Rng,MegaCrit.Sts2.Core.Combat.CombatState)">
            <summary>
            Populates the player's combat state with everything they should get at the start of combat.
            For example, this clones all the cards from their deck into their draw pile in a random order.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.ReviveBeforeCombatEnd">
            <summary>
            Revives the player before the combat ends, in multiplayer only. Should only trigger when combat ends with other
            players alive.
            It is very important to do this _before_ combat ends instead of after. If the player is still dead during
            HookBus.AfterCombatEnd, their relics will not be subscribed to the HookBus, and relics which rely on AfterCombatEnd
            to reset state will not be reset for the next combat.
            See: Centennial Puzzle, Captain's Wheel, or any other relics that use AfterCombatEnd.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.AfterCombatEnd">
            <summary>
            Called after combat ends, giving the player the opportunity to do things like clear out their combat state and
            other combat teardown stuff.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.DeactivateHooks">
            <summary>
            Called from Creature when the player reaches zero health, after all hooks that prevent death are called, as well
            as <see cref="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterDeath(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Boolean,System.Single)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.Player.ActivateHooks">
            <summary>
            Called from Creature when the player changes from a dead state to a non-dead state.
            This is _not_ called in the scenario when death is prevented, e.g. by Fairy in a Bottle.
            Likely only called in multiplayer scenarios - players cannot revive in singleplayer (remember that death
            prevention is different).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Players.PlayerCombatState.TurnNumber">
            <summary>
            The turn number that this player is currently on.
            This is different from <see cref="P:MegaCrit.Sts2.Core.Combat.ICombatState.RoundNumber"/>; if a player takes an extra turn after their
            current one, this will be incremented, while the round number will not.
            This number can also be different between players in multiplayer. If one player takes an extra turn (due to an
            effect like <see cref="T:MegaCrit.Sts2.Core.Models.Relics.PaelsEye"/>), their turn number will increment, but other players' will not.
            This starts at 1, so it should never be 0.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.Players.PlayerCombatState.Phase">
            <summary>
            The current phase of this player's turn. <see cref="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.None"/> when combat is not in progress
            and during the enemy's turn. See <see cref="T:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase"/> for the meaning of each phase.
            Managed by <see cref="T:MegaCrit.Sts2.Core.Combat.CombatManager"/> and <see cref="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterAutoPrePlayPhaseEntered(MegaCrit.Sts2.Core.GameActions.Multiplayer.HookPlayerChoiceContext,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.PlayerCombatState.IncrementTurnNumber">
            <summary>
            Increment this player's current turn number.
            See <see cref="P:MegaCrit.Sts2.Core.Entities.Players.PlayerCombatState.TurnNumber"/> for details on turn number versus <see cref="P:MegaCrit.Sts2.Core.Combat.ICombatState.RoundNumber"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.PlayerCombatState.AddPetInternal(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            NEVER CALL THIS!
            ONLY <see cref="M:MegaCrit.Sts2.Core.Commands.PlayerCmd.AddPet``1(MegaCrit.Sts2.Core.Entities.Players.Player)"/> and save/load stuff should be calling this.
            </summary>
            <param name="pet">Pet to add.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.Players.PlayerCombatState.GetPet``1">
            <summary>
            Get one of this player's pets.
            If the player has multiple of the same type of pet, just get the first one.
            If the player has none of this type of pet, returns null.
            </summary>
            <typeparam name="T">Type of pet to get.</typeparam>
            <returns>Matching pet.</returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.Potions.PotionProcureFailureReason">
            <summary>
            The reason that we are unable to add potions to a player
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Powers.PowerInstanceType.Instanced">
            <summary>
            An instanced power adds a new instance of itself when it's applied, rather than stacking on existing instances.
            For example, <see cref="T:MegaCrit.Sts2.Core.Models.Powers.TheBombPower"/> is instanced, since if you play a second <see cref="T:MegaCrit.Sts2.Core.Models.Powers.TheBombPower"/>, you want another power ticking down
            from 3.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Powers.PowerInstanceType.InstancedPerApplier">
            <summary>
            Creates one instance per applier. Additional applications from the same applier stack onto that applier's existing instance
            rather than creating a new one. For example, <see cref="T:MegaCrit.Sts2.Core.Models.Powers.OblivionPower"/> needs individual instances for each player that
            applies it, BUT instances from the same player should stack
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Powers.PowerStackType.Counter">
            <summary>
            Amount is visible, and must be manually incremented/decremented via an action.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Powers.PowerStackType.Single">
            <summary>
            Amount is hidden, and is always 1.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.RestSite.HealRestSiteOption.ExecuteRestSiteHeal(MegaCrit.Sts2.Core.Entities.Players.Player,System.Boolean)">
            <summary>
            Heals the player's creature and offers rewards if applicable.
            This is public because <see cref="M:MegaCrit.Sts2.Core.Commands.PlayerCmd.MimicRestSiteHeal(MegaCrit.Sts2.Core.Entities.Players.Player,System.Boolean)"/> calls it for mimicking rest site heals
            (for example, for <see cref="T:MegaCrit.Sts2.Core.Models.Events.DenseVegetation"/>'s Rest option).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.RestSite.MendRestSiteOption.OnNodeHovered(Godot.Node)">
            <summary>
            Called when a targetable node (rest site character, player state display) is hovered.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.RestSite.MendRestSiteOption.OnNodeUnhovered(Godot.Node)">
            <summary>
            Called when a targetable node (rest site character, player state display) is unhovered.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.RestSite.MendRestSiteOption.NodeToPlayer(Godot.Node)">
            <summary>
            Translates a node target to a player.
            The node target can be a character at the rest site or a remote player's state display at the top-left.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.RestSite.RestSiteOption">
            <summary>
            Base config class for rest site button options.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Entities.RestSite.RestSiteOption.IsEnabled">
            <summary>
            Whether this option is usable or not. You can still hover it for info.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.RestSite.RestSiteOption.Generate(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Generates a list of rest site options to use for the next rest site.
            This list will include extra options added by models like the Shovel relic if the player has them.
            Calling this may increment RNG counters and make other run state changes.
            </summary>
            <returns>List of rest site options.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.RestSite.RestSiteOption.OnSelect">
            <summary>
            Logic to run when this option is selected.
            </summary>
            <returns>
            Whether or not the option was "successful". Usually true, but false in certain cases (like if Smith is chosen
            and no upgradable cards are available).
            </returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.RestSite.RestSiteOption.DoLocalPostSelectVfx(System.Threading.CancellationToken)">
            <summary>
            Runs only for the owning player after the option is selected.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.RestSite.RestSiteOption.DoRemotePostSelectVfx">
            <summary>
            Runs only for non-owning players after the option is selected.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Rewards.PostAlternateCardRewardAction.EndSelectionAndDoNotCompleteReward">
            <summary>
            After the alternate reward button is pressed, end card selection, but don't complete it - the player may
            re-enter card selection.
            Used for the skip button.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Rewards.PostAlternateCardRewardAction.EndSelectionAndCompleteReward">
            <summary>
            After the alternate reward button is pressed, end card selection and complete the card reward - the player may
            not go back and select the reward.
            Used for the Sacrifice button.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.Rewards.PostAlternateCardRewardAction.DoNothing">
            <summary>
            After the alternate reward button is pressed, nothing happens. The reward screen stays up and the player is
            allowed to select a reward.
            Used when card rewards are rerolled.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.TreasureRelicPicking.RelicPickingResult.player">
            <summary>
            This is only null if type is Skipped.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Entities.TreasureRelicPicking.RelicPickingResult.GenerateRelicFight(System.Collections.Generic.List{MegaCrit.Sts2.Core.Entities.Players.Player},MegaCrit.Sts2.Core.Models.RelicModel,System.Func{MegaCrit.Sts2.Core.Entities.TreasureRelicPicking.RelicPickingFightMove})">
            <summary>
            Generates a relic fight and returns it as a relic picking result.
            The relic fight follows these rules:
            - It's a rock-paper-scissors game.
            - Each round, each player rolls a move using the generateMove function that is passed.
            - If there are not exactly two distinct moves rolled, then the round ends in a tie.
            - If there are two distinct moves rolled, everyone who rolled the losing move is eliminated.
            - The game plays rounds until there is only one player left, who is awarded the relic.
            </summary>
            <param name="players">The players involved in the fight.</param>
            <param name="relic">The relic that will be awarded to the winning player.</param>
            <param name="generateMove">Method that is called once per player every round to generate moves for each player.</param>
            <returns>The result of the fight. The `fight` member is guaranteed to be non-null and contain at least one round.</returns>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.TreasureRelicPicking.RelicPickingResultType.OnlyOnePlayerVoted">
            <summary>
            A single player voted for the relic, and that player received the relic.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.TreasureRelicPicking.RelicPickingResultType.FoughtOver">
            <summary>
            Multiple players voted for the relic. The details of the fight are in the fight member.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.TreasureRelicPicking.RelicPickingResultType.ConsolationPrize">
            <summary>
            No player voted for the relic. The player that received it was a loser of a fight.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.TreasureRelicPicking.RelicPickingResultType.Skipped">
            <summary>
            No player voted for the relic, and no player got the relic because they skipped over it.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.UI.HealthBarAnimMode.SpawnedAtCombatStart">
            <summary>
            Enemy was spawned at combat start, and their HP bar should animate in after a randomized small delay
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.UI.HealthBarAnimMode.SpawnedDuringCombat">
            <summary>
            Enemy was spawned in a new space during combat, and their HP bar should animate in immediately, but slowly
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.UI.HealthBarAnimMode.FromHidden">
            <summary>
            Enemy already exists and we're animating its HP bar in from a hidden state
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.UI.ModelVisibility">
            <summary>
            Represents how visible a piece of content (RelicModel, PotionModel) is to the player.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.UI.ModelVisibility.None">
            <summary>
            Invalid sentinel value.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.UI.ModelVisibility.Visible">
            <summary>
            The content is both unlocked and has been seen by the player in a run.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.UI.ModelVisibility.NotSeen">
            <summary>
            The content has been unlocked, but has not yet been seen by the player in a run.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.UI.ModelVisibility.Locked">
            <summary>
            The content is locked (behind an epoch) and cannot be seen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Entities.UI.MultiplayerUiMode">
            <summary>
            Some UI elements are shared between screens in multiplayer UI. This enumeration describes what mode they should be
            placed in depending on what screen is currently open.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.UI.MultiplayerUiMode.None">
            <summary>
            Invalid!
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.UI.MultiplayerUiMode.Singleplayer">
            <summary>
            We are starting a new singleplayer game.
            Max and preferred ascension is per-character.
            Custom modifiers are modifiable.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.UI.MultiplayerUiMode.Host">
            <summary>
            We are hosting a new multiplayer game.
            In multiplayer, preferred ascension is per-player. Max ascension is the minimum of the ascensions of all the
            players in the lobby.
            The player is able to change the ascension and any custom modifiers.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.UI.MultiplayerUiMode.Client">
            <summary>
            We have joined a new multiplayer game.
            In client mode, the player is not able to change the ascension or custom modifiers. When the host changes either
            the clients simply reflect what the host has set.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Entities.UI.MultiplayerUiMode.Load">
            <summary>
            We have either hosted or joined a multiplayer game loaded from save file.
            When loading a multiplayer game, no players are able to change any run data.
            Note that this does not include singleplayer loads - those simply go straight to the run with no intermediate screen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Events.Custom.CrystalSphereEvent.CrystalSphereCell">
            <summary>
            Represents a cell on the grid for the Crystal SphereMinigame
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Events.Custom.CrystalSphereEvent.CrystalSphereCell.IsHidden">
            <summary>
            If true, then this cell is still obscured by fog.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Events.Custom.CrystalSphereEvent.CrystalSphereItem">
            <summary>
            The items that are on the grid for the Crystal Sphere minigame
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Events.Custom.CrystalSphereEvent.CrystalSphereItem.PlaceItem(MegaCrit.Sts2.Core.Events.Custom.CrystalSphereEvent.CrystalSphereMinigame)">
            <summary>
            Places an item randomly on the minigame's grid
            </summary>
            <param name="game"></param>
            <exception cref="T:System.InvalidOperationException"></exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Events.Custom.CrystalSphereEvent.CrystalSphereItem.CanPlaceHere(MegaCrit.Sts2.Core.Events.Custom.CrystalSphereEvent.CrystalSphereCell[0:,0:],System.Int32,System.Int32)">
            <summary>
            Returns true if this coordinate is a valid place to put this item
            </summary>
            <param name="grid">Grid we are doing the placement on</param>
            <param name="x">Potential X coord we are validating</param>
            <param name="y">Potential Y coord we are validating</param>
            <returns></returns>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Events.Custom.CrystalSphereEvent.CrystalSphereMinigame._items">
            <summary>
            Set of items on the grid
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Events.Custom.CrystalSphereEvent.CrystalSphereMinigame._revealed">
            <summary>
            Items revealed by the player.
            Rewards for these items are given to the player once the minigame is completed
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Events.Custom.CrystalSphereEvent.CrystalSphereMinigame.HoveredCell">
            <summary>
            The cell that we are currently hovered over.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Events.Custom.CrystalSphereEvent.CrystalSphereMinigame.HighlightedCells">
            <summary>
            The cells that are highlighted on the board. This is separate from HoveredCell
            because we can highlight multiple cells at once depending on the tool
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Events.Custom.CrystalSphereEvent.CrystalSphereMinigame.ForceMinigameEnd">
            <summary>
            Ends the minigames early. Used if the event is force closed via save/quit or closing the application
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Events.Custom.CrystalSphereEvent.CrystalSphereMinigame.ClearCell(System.Int32,System.Int32)">
            <summary>
            Decreases the FogValue of a CrystalSphereCell at the given x,y coordinate by amount
            </summary>
            <param name="x">X coordinate the cell we want to affect is at</param>
            <param name="y">Y coordinate the cell we want to affect is at</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Events.Custom.CrystalSphereEvent.CrystalSphereMinigame.AreAllOccupiedCellsClear(MegaCrit.Sts2.Core.Events.Custom.CrystalSphereEvent.CrystalSphereItem)">
            <summary>
            Returns if all the cells an item occupies are visible
            </summary>
            <param name="item">The item we are checking is fully visible</param>
            <returns></returns>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Events.EventLayoutType.Default">
            <summary>
            The standard event layout type.
            At the time I wrote this (10/1/2024), this layout aligns text and buttons to the right side of the screen.
            It shows full-screen static art in the background, with the focal point on the left side of the screen.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Events.EventLayoutType.Combat">
            <summary>
            An event layout type that looks like a combat, with the players on one side and monsters on the other.
            No other elements of combat (cards, health bars, etc.) appear in these events, they just look like combat.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Events.EventLayoutType.Ancient">
            <summary>
            The event layout type used for the Ancients at the beginning of acts.
            At the time I wrote this (10/1/2024), this layout aligns text and buttons to the bottom-middle of the screen.
            It shows a Spine animation in the background, with the focal point on the tip-middle of the screen.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Events.EventLayoutType.Custom">
            <summary>
            A totally custom scene.
            We use this when we want to show events that don't follow any standard layout.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Events.EventOption.#ctor(MegaCrit.Sts2.Core.Models.EventModel,System.Func{System.Threading.Tasks.Task},MegaCrit.Sts2.Core.Localization.LocString,MegaCrit.Sts2.Core.Localization.LocString,System.String,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.HoverTips.IHoverTip})">
            <summary>
            Create a new event option.
            </summary>
            <param name="eventModel">The event that this option belongs to.</param>
            <param name="onChosen">The function that will run when the option is chosen.</param>
            <param name="title">Option title.</param>
            <param name="description">Option description.</param>
            <param name="textKey">
            Localization key prefix for this option. Does not include ".title" or ".description".
            </param>
            <param name="hoverTips">HoverTips that should be shown when hovering this option.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Events.EventOption.#ctor(MegaCrit.Sts2.Core.Models.EventModel,System.Func{System.Threading.Tasks.Task},System.String,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.HoverTips.IHoverTip})">
            <summary>
            Create a new event option.
            </summary>
            <param name="eventModel">The event that this option belongs to.</param>
            <param name="onChosen">The function that will run when the option is chosen.</param>
            <param name="textKey">
            Localization key prefix for this option. Does not include ".title" or ".description".
            </param>
            <param name="hoverTips">HoverTips that should be shown when hovering this option.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Events.EventOption.#ctor(MegaCrit.Sts2.Core.Models.EventModel,System.Func{System.Threading.Tasks.Task},System.String,MegaCrit.Sts2.Core.HoverTips.IHoverTip[])">
            <summary>
            Create a new event option.
            </summary>
            <param name="eventModel">The event that this option belongs to.</param>
            <param name="onChosen">The function that will run when the option is chosen.</param>
            <param name="textKey">
            Localization key prefix for this option. Does not include ".title" or ".description".
            </param>
            <param name="hoverTips">HoverTips that should be shown when hovering this option.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Events.EventOption.#ctor(MegaCrit.Sts2.Core.Models.EventModel,System.Func{System.Threading.Tasks.Task},System.String,System.Boolean,System.Boolean,MegaCrit.Sts2.Core.HoverTips.IHoverTip[])">
            <summary>
            Create a new event option.
            </summary>
            <param name="eventModel">The event that this option belongs to.</param>
            <param name="onChosen">The function that will run when the option is chosen.</param>
            <param name="textKey">
            Localization key prefix for this option. Does not include ".title" or ".description".
            </param>
            <param name="disableOnChosen">
            Whether this option should be disabled after clicking it.
            Usually true, but false for options that have a confirmation dialog that can be canceled,
            so the option can be re-clicked after.
            </param>
            <param name="isProceed">Whether this option is a "proceed" button.</param>
            <param name="hoverTips">HoverTips that should be shown when hovering this option.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Events.EventOption.WithRelic``1(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Associates a relic with this event option.
            Should be called on custom ancient event options that give relics so that they show up in the correct category
            in the relic library.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Events.EventOption.WithRelic(MegaCrit.Sts2.Core.Models.RelicModel)">
            <summary>
            Associates a relic with this event option.
            Should be called on custom ancient event options that give relics so that they show up in the correct category
            in the relic library.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Events.EventOption.WithOverridenHistoryName(MegaCrit.Sts2.Core.Localization.LocString)">
            <summary>
            Typically, the title of the event is used for the name shown in the run history and uploaded to metrics. This
            method overrides the name used.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Events.EventOption.ThatDoesDamage(System.Decimal)">
            <summary>
            Causes the event option to flash red if the player's HP is below the damage value passed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Events.EventOption.ThatDecreasesMaxHp(System.Decimal)">
            <summary>
            Causes the event option to flash red if the player's Max HP is below the value passed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Events.EventOption.ThatWillKillPlayerIf(System.Func{MegaCrit.Sts2.Core.Entities.Players.Player,System.Boolean})">
            <summary>
            Causes the event option to flash red when the passed function returns true.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Events.EventOption.ThatHasDynamicTitle">
            <summary>
            Certain event options have dynamic titles that vary based on the DynamicVars passed to the loc string. By
            default, LocString DynamicVars are not saved to the save file. If this is called, those variables will be saved
            to the run history so that the title can be correctly displayed. This should only be used with specific
            events, as saving variables often saves lots of unnecessary data.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Extensions.IEnumerableExtensions.TakeRandom``1(System.Collections.Generic.IEnumerable{``0},System.Int32,MegaCrit.Sts2.Core.Random.Rng)">
            <summary>
            Gets a random selection of elements from an IEnumerable.
            </summary>
            <typeparam name="T">Type of elements in the IEnumerable.</typeparam>
            <param name="collection">IEnumerable to get random elements from.</param>
            <param name="count">Maximum number of elements that should be in the new IEnumerable.</param>
            <param name="rng">Random number generator to use for shuffling.</param>
            <returns>New IEnumerable with random elements.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Extensions.ListExtensions.StableShuffle``1(System.Collections.Generic.List{``0},MegaCrit.Sts2.Core.Random.Rng)">
             <summary>
             Adds a random Shuffle method to any List.
             https://en.wikipedia.org/wiki/Fisher%E2%80%93Yates_shuffle
            
             This shuffle is "stable", meaning the result is independent of the initial order of the list.
             If two lists containing the same items in different orders are shuffled, the results will always be the
             same, so long as the passed rng is the same.
             </summary>
             <typeparam name="T">Type of elements in the list.</typeparam>
             <param name="list">List to shuffle.</param>
             <param name="rng">Random number generator to use for sorting</param>
             <returns>Self.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Extensions.ListExtensions.UnstableShuffle``1(System.Collections.Generic.List{``0},MegaCrit.Sts2.Core.Random.Rng)">
             <summary>
             Adds a random Shuffle method to any List.
             https://en.wikipedia.org/wiki/Fisher%E2%80%93Yates_shuffle
            
             This shuffle is "unstable", meaning the result is dependent on the initial order of the list.
             If two lists containing the same items in different orders are shuffled, the results may be different even
             if the passed rng is the same.
             </summary>
             <typeparam name="T">Type of elements in the list.</typeparam>
             <param name="list">List to shuffle.</param>
             <param name="rng">Random number generator to use for sorting</param>
             <returns>Self.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Extensions.ListExtensions.IndexOf``1(System.Collections.Generic.IReadOnlyList{``0},``0)">
            <summary>
            Determines the index of a specific item in the IReadOnlyList.
            </summary>
            <param name="readOnlyList">The IReadOnlyList to locate the object in.</param>
            <param name="item">The object to locate in the IReadOnlyList.</param>
            <typeparam name="T">Type of elements in the list.</typeparam>
            <returns>The index of <paramref name="item" /> if found in the list; otherwise, -1.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Extensions.ListExtensions.FirstIndex``1(System.Collections.Generic.IReadOnlyList{``0},System.Predicate{``0})">
            <summary>
            Finds the first index of an item that matches the specified predicate in the IReadOnlyList.
            </summary>
            <param name="readOnlyList">The IReadOnlyList to locate the object in.</param>
            <param name="match">The Predicate{T} delegate that defines the conditions of the element to search for.</param>
            <typeparam name="T">Type of elements in the list.</typeparam>
            <returns>
            The zero-based index of the first occurrence of an element that matches the conditions defined by match, if
            found; otherwise, -1.
            </returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Factories.CardFactory.CreateForMerchant(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel},MegaCrit.Sts2.Core.Entities.Cards.CardType)">
            <summary>
            Creates a card to display to the player at the merchant. Takes in a card type, and rarity is rolled.
            </summary>
            <param name="player">The player for which we're creating cards to display.</param>
            <param name="options">The cards to pull from.</param>
            <param name="type">The card type to generate.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Factories.CardFactory.CreateForMerchant(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel},MegaCrit.Sts2.Core.Entities.Cards.CardRarity)">
            <summary>
            Creates a set of cards to display to the player at the merchant.
            The rarity of cards are affected by the source.
            </summary>
            <param name="player">The player for which we're creating cards to display.</param>
            <param name="options">The cards to pull from.</param>
            <param name="rarity">The card rarity to generate. This rarity may be modified by hooks.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Factories.CardFactory.CreateForReward(MegaCrit.Sts2.Core.Entities.Players.Player,System.Int32,MegaCrit.Sts2.Core.Runs.CardCreationOptions)">
            <summary>
            Creates a set of cards for the player to choose 1 from.
            The rarity of cards are affected by the source.
            </summary>
            <param name="player">The player for which we're creating rewards.</param>
            <param name="cardCount">How many choices to offer (usually 3).</param>
            <param name="options">The options to use when creating the cards.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Factories.CardFactory.GetDistinctForCombat(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel},System.Int32,MegaCrit.Sts2.Core.Random.Rng)">
            <summary>
            Get a set of distinct cards for use in combat generation effects like Attack Potion or Discovery.
            </summary>
            <param name="player">The owner of the newly created cards.</param>
            <param name="cards">Cards to choose from.</param>
            <param name="count">Number of cards to get.</param>
            <param name="rng">RNG to use.</param>
            <returns>Mutable cards owned by the player and created within its combat state, for combat generation effects.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Factories.CardFactory.GetForCombat(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel},System.Int32,MegaCrit.Sts2.Core.Random.Rng)">
            <summary>
            Get a set of cards for use in combat generation effects like Calamity.
            Can include multiple of the same card, unlike <see cref="M:MegaCrit.Sts2.Core.Factories.CardFactory.GetDistinctForCombat(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel},System.Int32,MegaCrit.Sts2.Core.Random.Rng)"/>.
            </summary>
            <param name="player">The owner of the newly created cards.</param>
            <param name="cards">Cards to choose from.</param>
            <param name="count">Number of cards to get.</param>
            <param name="rng">RNG to use.</param>
            <returns>Cards for combat generation effects.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Factories.CardFactory.FilterForCombat(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel})">
            <summary>
            Filter out cards that should not be included in combat card generation effects like Attack Potion or Discovery.
            </summary>
            <param name="cards">Cards to filter.</param>
            <returns>Cards for combat generation effects.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Factories.CardFactory.GetDefaultTransformationOptions(MegaCrit.Sts2.Core.Models.CardModel,System.Boolean)">
            <summary>
            Get the default set of cards that the specified card should be able to be transformed into.
            </summary>
            <param name="original">Card that will be transformed.</param>
            <param name="isInCombat">Whether the transformation is happening in combat.</param>
            <returns>The set of cards that the card can be transformed into.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Factories.PotionFactory.CreateRandomPotionOutOfCombat(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Random.Rng,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.PotionModel})">
            <summary>
            Create a random potion while out of combat.
            This can get any potion from the valid potion pools, including potions that can do restricted things like heal
            the player.
            </summary>
            <param name="player">Player to create a potion for.</param>
            <param name="rng">RNG to use to determine what potion to create.</param>
            <param name="blacklist">Canonical potions that should be blocked from being generated.</param>
            <returns>Newly-created potion.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Factories.PotionFactory.CreateRandomPotionsOutOfCombat(MegaCrit.Sts2.Core.Entities.Players.Player,System.Int32,MegaCrit.Sts2.Core.Random.Rng,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.PotionModel})">
            <summary>
            Create random potions while out of combat.
            This can get any potion from the valid potion pools, including potions that can do restricted things like heal
            the player.
            </summary>
            <param name="player">Player to create a potion for.</param>
            <param name="count">How many potions you want to generate.</param>
            <param name="rng">RNG to use to determine what potion to create.</param>
            <param name="blacklist">Canonical potions that should be blocked from being generated.</param>
            <returns>Newly-created potion.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Factories.PotionFactory.CreateRandomPotionInCombat(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Random.Rng,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.PotionModel})">
            <summary>
            Create a random potion while in combat.
            This can get any potion from the valid potion pools, except potions that cannot be generated in combat (like
            healing potions).
            </summary>
            <param name="player">Player to create a potion for.</param>
            <param name="rng">RNG to use to determine what potion to create.</param>
            <param name="blacklist">Canonical potions that should be blocked from being generated.</param>
            <returns>Newly-created potion.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Factories.RelicFactory.PullNextRelicFromFront(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Random.Rng)">
            <summary>
            Roll rarity and pull the next matching relic from the front of the list.
            The pulled relic will never be seen again on this run.
            Used by most relic reward sources (elite combat rewards etc).
            </summary>
            <returns>RelicModel</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Factories.RelicFactory.PullNextRelicFromFront(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Entities.Relics.RelicRarity,System.Func{MegaCrit.Sts2.Core.Models.RelicModel,System.Boolean})">
            <summary>
            Pull the next matching relic from the front of the list.
            The pulled relic will never be seen again on this run.
            Used by most relic reward sources (elite combat rewards etc).
            </summary>
            <param name="player">The player for which we're obtaining a relic.</param>
            <param name="rarity">Rarity of the relic we want.</param>
            <param name="filter">Filter for what relics are allowed.</param>
            <returns>RelicModel</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Factories.RelicFactory.PullNextRelicFromBack(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Roll rarity and pull the next matching relic from the back of the list.
            The pulled relic will never be seen again on this run.
            Used in shops.
            </summary>
            <param name="player">The player for which we're obtaining a relic.</param>
            <returns>RelicModel</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Factories.RelicFactory.PullNextRelicFromBack(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Entities.Relics.RelicRarity,System.Func{MegaCrit.Sts2.Core.Models.RelicModel,System.Boolean})">
            <summary>
            Pull the next matching relic from the back of the list.
            The pulled relic will never be seen again on this run.
            Used in shops.
            </summary>
            <param name="player">The player for which we're obtaining a relic.</param>
            <param name="rarity">Rarity of the relic we want.</param>
            <param name="filter">Only relics that match the filter will be allowed to be returned.</param>
            <returns>RelicModel</returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.GameActions.ActionExecutor">
            <summary>
            Responsible for pulling actions from the PlayerActionQueueSet and executing them.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.ActionExecutor.Pause">
             <summary>
             WARNING: You probably want to use CombatManager.Pause() instead. Only use this if you want to pause player
             actions WITHOUT pausing the rest of combat.
            
             Pause the ActionQueue.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.ActionExecutor.Unpause">
             <summary>
             WARNING: You probably want to use CombatManager.Unpause() instead. Only use this if you want to un-pause player
             actions WITHOUT un-pausing the rest of combat.
            
             Unpause the ActionQueue.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.ActionExecutor.FinishedExecutingActions">
            <summary>
            Returns a task which finishes execution when there are no tasks left to execute.
            If there is no currently executing task, then this returns a completed task.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.ActionExecutor.Cancel">
            <summary>
            Cancel the whole queue.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.GameActions.DiscardPotionGameAction">
            <summary>
            This action is enqueued when the player chooses to discard a potion from their belt. It runs both in combat and
            outside of combat.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.GameActions.DiscardPotionGameAction.WasEnqueuedInCombat">
            <summary>
            True if the player discarded a potion in combat, false otherwise.
            The player may discard a potion at any time. However, there's a specific situation in which order of GameAction
            enqueues matters when out-of-combat: if the player discards a potion post-combat while another player is still
            executing the player turn. If the action is set to GameActionType.Any, it will be executed during combat, before
            the enemy turn.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.GameActions.EndPlayerTurnAction">
            <summary>
            This action is enqueued when the player presses the "End Turn" button in the UI. It begins the process of ending a
            player's turn. Notes:
            * This action only marks the player as ready to end turn, and encapsulates only that action. It does not block
              the queue while turns are ending.
            * SwitchSidesAction is enqueued after this one, and acts as a synchronization point for players who are ready to
              enter phase 2 of turn ending.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.GameActions.GameAction">
             <summary>
             A GameAction is a thin wrapper around an async task that should be run in response to player input.
             THIS IS DIFFERENT from GameActions in STS1 (and the original Unity version of STS2).
            
             In STS1, a GameAction represented a small unit of game logic, like dealing damage, gaining block, etc.
            
             In STS2, these small units of logic are handled by Commands (see the MegaCrit.Sts2.Core.Commands namespace).
             A GameAction WRAPS these commands, and should ONLY be used for player input.
            
             Examples of things that SHOULD be wrapped in a game action:
             * Playing a card.
             * Drinking a potion.
             * Clicking the "end player turn" button.
            
             Examples of things that should NOT be wrapped in a game action:
             * Dealing damage (this can happen as PART of a game action, but never directly from player input).
             * Gaining block (same reason).
             * Applying a power to a creature (same reason).
             * A monster making a move (once the player's turn ends, monster moves are run in sequence. They wait on each other
               to execute, but never on player input, so no GameActions are necessary).
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.GameActions.GameAction.ActionType">
            <summary>
            The type of game action, which dictates cancellation and enqueuing timings. See comments in the enum for
            details.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.GameActions.GameAction.JustBeforeFinished">
            <summary>
            Called when the GameAction is fully run to completion, but just before we complete _completionSource.
            This timing is important for checksum generation.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.GameActions.GameAction.AfterFinished">
            <summary>
            Called when the GameAction is fully run to completion.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.GameActions.GameAction.BeforeExecuted">
            <summary>
            Called just before the GameAction begins execution for the first time.
            Not called when the GameAction is resumed.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.GameActions.GameAction.BeforeCancelled">
            <summary>
            Called when the GameAction is cancelled.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.GameActions.GameAction.BeforePausedForPlayerChoice">
            <summary>
            Called when the GameAction is paused for player choice.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.GameActions.GameAction.BeforeReadyToResumeAfterPlayerChoice">
            <summary>
            Called when the GameAction is ready to resume after player choice.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.GameActions.GameAction.BeforeResumedAfterPlayerChoice">
            <summary>
            Called when the GameAction resumes execution after player choice.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.GameActions.GameAction.CompletionTask">
            <summary>
            Use this to wait for the GameAction to be fully completed.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.GameActions.GenericHookGameAction.debugArtificialDelayAfterTask">
            <summary>
            See CombatManagerMultiplayerTest.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.GameActions.MoveToMapCoordAction">
            <summary>
            An action enqueued by the host after all players have issued a vote at the map screen.
            This needs to be enqueued, instead of depending on everyone picking the same map point, because a random map point
            may be chosen in the event that two or more map points receive the same number of votes. We do not depend on RNGs
            being deterministic outside of combat.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet">
            <summary>
            Contains one action queue per player.
            We use multiple action queues to resolve the following scenario:
            - One player queues up three or more card plays, the second of which requires player choice
            - Their queue blocks on the player choice. The third action awaits completion of the player choice
            - Other players may freely queue card plays to their queues and have them executed
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet.EnqueueWithoutSynchronizing(MegaCrit.Sts2.Core.GameActions.GameAction)">
            <summary>
            Only use this if you really know what you're doing! Improper use can lead to state divergence.
            Enqueues an action directly to the owner's action queue.
            </summary>
            <param name="gameAction">The action to enqueue.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet.IsGameActionPlayerDriven(MegaCrit.Sts2.Core.GameActions.GameAction)">
            <summary>
            Returns true if a GameAction is player driven, false if it is emitted automatically.
            If this ends up being used in a few different places, it can be moved somewhere else; for now, it's obscure enough
            that it should only be used here.
            </summary>
            <returns></returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet.GetReadyAction">
            <summary>
            Returns the next action on top of a player's queue that should be executed.
            Selection works like this:
            - If any player's queue is awaiting a player choice, then that queue is skipped.
            - Otherwise, we return the action with the minimum ID (the first queued by the host) at the top of any player's queue.
            This method should not be called when an action is already being executed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet.PauseActionForPlayerChoice(MegaCrit.Sts2.Core.GameActions.GameAction,MegaCrit.Sts2.Core.Entities.Multiplayer.PlayerChoiceOptions)">
            <summary>
            Pauses an action for player choice. The action will be removed from the ActionExecutor and a new action will be
            allowed to execute, if there are any actions that are ready.
            To resume the action after this is called, call RequestResumeActionAfterPlayerChoice.
            </summary>
            <param name="action">The GameAction to pause.</param>
            <param name="options">Whether to cancel card play actions that enter the queue while obtaining player choice.</param>
            <exception cref="T:System.InvalidOperationException">Thrown if the action is not at the front of the owner's action queue.</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet.BecameEmpty">
            <summary>
            Returns a task which completes when all player queues are empty.
            Be careful of running this in tests that involve player choice! If actions are not resumed, the task will never complete.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet.PauseAllPlayerQueues">
            <summary>
            Pauses execution of all actions on all player queues, including those that are queued after this is called.
            Note that this does not pause execution of the currently executing action - only those that come after it.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet.StartCancellingAllPlayerDrivenCombatActions">
            <summary>
            Cancels all manual combat actions that are enqueued to all queues.
            Manual combat actions are any GameActions that have ActionType != GameActionType.NonCombat and ActionType !=
            GameActionType.Any, and are manually played by the player (i.e. everything except for GenericHookGameAction and
            ReadyToSwitchToEnemyTurnAction). The flag becomes unset when either PauseAllPlayerQueues or UnpauseAllPlayerQueues
            is called.
            See the comments in EnqueueWithoutSynchronizing for why this is necessary.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet.ActionQueueIsPaused(System.UInt64)">
            <returns>Returns true if the action queue for the given player is paused.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet.UnpauseAllPlayerQueues">
            <summary>
            Resumes execution of all player queues without synchronization.
            It's fine to call this at the end of combat, but call this very carefully during combat, as incorrect usage
            can lead to state divergences.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet.CombatEnded">
            <summary>
            Cancels all combat actions on the queue and continues cancelling them until CombatStarted is called.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet.CombatStarted">
            <summary>
            Allows combat actions to be added to player queues.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet.CancelNonExecutingActionsForPlayer(System.UInt64)">
            <summary>
            Cancels all non-executing actions for a specific player's queue.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet.CancelNonExecutingActionsOfType``1(System.UInt64,System.Nullable{System.UInt32})">
            <summary>
            Cancel all queued actions of the specified type owned by a specific player.
            Used when we are selecting a card, e.g. for Survivor, but cards have been queued up for play.
            Note that this does not cancel the action at the front of the queue if it is executing.
            This is private because the timing must be synchronized with action enqueues across peers.
            </summary>
            <typeparam name="T">Type of actions to cancel.</typeparam>
            <param name="ownerId">The owner of the actions to cancel.</param>
            <param name="maxActionId">If non-null, only actions with ID less than this value will be cancelled.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet.ResumeActionWithoutSynchronizing(System.UInt32)">
            <summary>
            Resumes a GameAction after a player choice. This should never be called anywhere other than ActionQueueSynchronizer.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet.TryGetAction(System.UInt32,MegaCrit.Sts2.Core.GameActions.GameAction@,MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet.ActionQueue@)">
            <summary>
            Obtains an action by its ID.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet.GetQueue(System.UInt64)">
            <summary>
            Obtains an action queue by its owner's ID.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet.PopAction(MegaCrit.Sts2.Core.GameActions.GameAction)">
            <summary>
            Removes an action from the front of its owner's queue. Should be called when an action finishes execution.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet.FastForwardNextActionId(System.UInt32)">
            <summary>
            Used in replays so that we start with the correct action ID when replaying actions.
            </summary>
            <param name="nextId">The ID to assign to the next action.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet.CheckIfQueuesEmpty">
            <summary>
            Checks if all action queues are empty and sets the completion source for tests that wait.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSet.GetAndIncrementActionId">
             <summary>
             Called when an action is enqueued or resumed.
             It is extremely important that this message is called deterministically across all peers. Action IDs are not
             synchronized across the network; since all action messages (enqueue/resume) are received in the same order that
             they are sent, we can trust that all peers will generate the same action IDs.
            
             Note that we re-assign an ID to an action when it becomes ready. The reason we do this is to avoid subtle timing
             bugs with message ready timings. Re-assigning the ID to an ID that is greater than all actions currently in the
             queue ensures that the existing actions in the queue will execute in a deterministic fashion, and the newly ready
             action will execute after them.
             </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSynchronizer">
            <summary>
            Responsible for synchronizing actions across all peers in a deterministically-ordered manner.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSynchronizer._requestedActionsWaitingForPlayerTurn">
            <summary>
            This list contains actions that were queued during the enemy turn or draw phase, but can only be executed during
            the player's play phase.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSynchronizer.NextHookId">
            <summary>
            Next ID assigned to hook actions. Exposed only so the combat replay writer has access to it.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSynchronizer.CombatState">
            <summary>
            Current combat state. Dictates the paused state of queues.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSynchronizer.SetCombatState(MegaCrit.Sts2.Core.Entities.Multiplayer.ActionSynchronizerCombatState)">
            <summary>
            Call this when combat begins, ends, or the turn changes within combat.
            Certain actions, like card plays or potion usages, should always occur after the hooks that execute at the start
            of the player turn. However, the player is able to queue these actions before their turn actually starts. The
            synchronizer holds onto those actions until the start of the player turn, and then it sends all of them out.
            </summary>
            <param name="combatState">The new combat state.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSynchronizer.RequestEnqueue(MegaCrit.Sts2.Core.GameActions.GameAction)">
            <summary>
            Main entry point for enqueueing a GameAction.
            If you are the host, the GameAction is directly enqueued, and a message is sent to notify clients about the action.
            If you are the client, the GameAction is not enqueued. Instead, a message is sent to the host to request that
            the action be enqueued. The host sends back a confirmation, preserving ordering of the action queues.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSynchronizer.RequestEnqueueHookAction(MegaCrit.Sts2.Core.GameActions.GenericHookGameAction)">
            <summary>
            Requests that a GenericHookGameAction be enqueued.
            Hook game actions are a little different than normal game actions. They contain arbitrary logic that is executed
            as part of a hook. Since hooks are executed on all peers, we can identify the actions by an incrementing ID.
            If on host, the action is immediately enqueued and a message is sent to clients.
            If on client, a message is sent to the host, and the host sends a message back to confirm that the message is
            enqueued.
            </summary>
            <returns></returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSynchronizer.RequestResumeActionAfterPlayerChoice(MegaCrit.Sts2.Core.GameActions.GameAction)">
            <summary>
            Requests that an action, paused for player choice, be resumed.
            If on the host, the action is immediately resumed and a message is sent to clients indicating this.
            If on a client, a message is sent to the host to ensure correct ordering, and the host sends a message back
            to confirm resumption of the action.
            </summary>
            <param name="action">The GameAction to resume.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSynchronizer.ResumeActionAfterPlayerChoice(System.UInt32)">
            <summary>
            Resumes a GameAction after a player choice. This call is synchronized, so it should only be called from the host
            or in response to messages.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSynchronizer.HandleRequestResumeActionAfterPlayerChoiceMessage(MegaCrit.Sts2.Core.Multiplayer.Messages.Game.RequestResumeActionAfterPlayerChoiceMessage,System.UInt64)">
            <summary>
            Called on the host when a client wishes to resume an action after a player choice is made.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSynchronizer.HandleResumeActionAfterPlayerChoiceMessage(MegaCrit.Sts2.Core.Multiplayer.Messages.Game.ResumeActionAfterPlayerChoiceMessage,System.UInt64)">
            <summary>
            Called on the client when a host resumes an action.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.ActionQueueSynchronizer.GetHookActionForId(System.UInt32,System.UInt64,MegaCrit.Sts2.Core.Entities.Multiplayer.GameActionType)">
            <summary>
            This should only ever be called outside this class in replay playback!
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.GameActions.Multiplayer.BlockingPlayerChoiceContext">
             <summary>
             For use when we don't care if player choice blocks the task.
             In almost all combat-related scenarios, we use HookPlayerChoiceContext to unblock other player queues when a player
             choice is made. However, there are several scenarios in which we can't do so:
              - Relic AfterObtained callbacks. The only way these can occur during combat is via console.
              - Enemy turn. When it's the enemy turn, we want to block the rest of the enemy turn from executing until after the
                player has finished making their choice. This should only happen in very rare circumstances, like when Centennial
                Puzzle triggers, drawing a Seeking Strike which is then autoplayed via Hellraiser.
            
             In all other circumstances, you should prefer either HookPlayerChoiceContext or ThrowingPlayerChoiceContext,
             depending on the situation.
             </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.GameActions.Multiplayer.HookPlayerChoiceContext">
            <summary>
            A player choice context for use in hooks that do not run as part of a GameAction.
            When player choice is required, a new game action is created and enqueued directly to the player's action queue. From
            there, flow proceeds like a normal game action. No game action is created if player choice is not requested.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.GameActions.Multiplayer.HookPlayerChoiceContext._gameActionType">
            <summary>
            The GameActionType to assign to the GameAction generated by this context, if any. Currently, only Combat and
            CombatPlayPhaseOnly are supported.
            Many hooks can execute outside of the player turn. For example, we allow the following:
             - Centennial Puzzle triggers on the enemy turn
             - Hellraiser triggers Seeker Strike
             - Seeker Strike causes a player choice
            However, for actions that start just before the player turn, we must wait until the player turn before executing
            them. Otherwise, we may run into ordering issues on remote players. For full context, see the
            HookPlayerChoiceContextTest.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.HookPlayerChoiceContext.AssignTaskAndWaitForPauseOrCompletion(System.Threading.Tasks.Task)">
            <summary>
            Most hooks take a PlayerChoiceContext as an argument and return a Task. However, this player choice context must
            know about the task in SignalPlayerChoiceBegun, when it is time to create a GameAction. There is no way to pass
            the Task to this method in the constructor, as the Task is not created yet. Thus, this method should be called
            after the hook returns the Task, for two reasons:
            - To assign the Task to this context
            - To wait for the synchronous parts of the hook to complete
            </summary>
            <returns>True if the task was completed, false if it was paused.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.HookPlayerChoiceContext.WaitForPauseOrCompletionWithoutAssigningTask(System.Threading.Tasks.Task)">
            <summary>
            ONLY USE THIS IF YOU KNOW WHAT YOU'RE DOING!
            This waits for the task to complete, _or_ for some content in the task to call SignalPlayerChoiceBegun.
            In most cases, AssignTaskAndWaitForPauseOrCompletion should be used. This should only be used when we don't yet
            have the full task to assign to the GameAction that would be generated during SignalPlayerChoiceBegun.
            </summary>
            <returns>True if the task was completed, false if it was paused.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.HookPlayerChoiceContext.ExecuteTaskThenInvokeExecutionFinished(System.Threading.Tasks.Task)">
            <summary>
            At the end of all hooks that involve models, the ExecutionFinished event must be executed to update some visuals
            for things that are listening to changes to the model. This task wraps the hook and calls ExecutionFinished at
            the end of it, if a model is involved with the hook.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext._modelStack">
            <summary>
            A stack of models that are involved with this choice context.
            A model can invoke other models to do some work, and those models can invoke a player choice. For example, a
            <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Survivor"/> may autoplay a Sly'd <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Prepared"/>. In these cases, when we display the context
            to remote players, we want to show the <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Prepared"/> as the model that is involved in the choice, not
            the <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Survivor"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext.PushModel(MegaCrit.Sts2.Core.Models.AbstractModel)">
            <summary>
            Add a new model to the top of the context stack.
            For example, while <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Prepared"/> is executing, it will be at the top of the context stack.
            If it discards a card with <see cref="F:MegaCrit.Sts2.Core.Entities.Cards.CardKeyword.Sly"/>, then the Sly'd card should be pushed to the top of
            the context stack.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceSynchronizer">
             <summary>
             Synchronizes player choices that are gathered in the middle of a model's execution. Examples:
             * The card picked for discarding when playing Survivor
             * The card chosen to add to hand when playing Discovery
             * The card chosen to add to hand at the beginning of combat from Toolbox
            
             The basic scheme here is:
             * All players (local and remote) generate an ID for the selection.
             * The owning player brings up the card selection UI on their side.
             * Once the owning player has made a choice, they send a message to all other players with the selection ID indicating
               what they chose.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceSynchronizer.ReserveChoiceId(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Reserves a choice ID to be passed to SyncLocalChoice or WaitForLocalChoice.
            If called during combat, this must be done in a deterministic context (i.e. before a GameAction is paused) so
            that checksums match up after action execution. SyncLocalChoice and WaitForRemoteChoice can be called outside of
            deterministic contexts (i.e. while a GameAction is paused and executing locally).
            </summary>
            <param name="player">The player for which the choice ID will be reserved.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceSynchronizer.SyncLocalChoice(MegaCrit.Sts2.Core.Entities.Players.Player,System.UInt32,MegaCrit.Sts2.Core.GameActions.PlayerChoiceResult)">
            <summary>
            Sync a locally-chosen player choice with other peers.
            This should be called whenever a player choice is made by the local player. In tandem, WaitForRemoteChoice
            should be awaited on all remote peers.
            </summary>
            <param name="player">The player that chose the player choice. Should always be the local player.</param>
            <param name="choiceId">The ID of the choice, reserved through ReserveChoiceId.</param>
            <param name="result">The result of the player choice.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceSynchronizer.WaitForRemoteChoice(MegaCrit.Sts2.Core.Entities.Players.Player,System.UInt32)">
            <summary>
            Waits for a choice to be received from a remote peer.
            This should be called on all remote peers whenever we expect a player choice to be made.
            On the machine of the player who is making a choice, SyncLocalChoice should be called.
            </summary>
            <param name="player">The player for whom we are awaiting a choice.</param>
            <param name="choiceId">The choice ID to await, obtained through ReserveChoiceId.</param>
            <returns>The result of the player choice that was made.</returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.GameActions.Multiplayer.ThrowingPlayerChoiceContext">
            <summary>
            For use when we are quite certain that no path will ever result in a player choice call deeper in the callstack.
            This is currently used in a few scenarios:
             - In events, where we're out-of-combat, and so player choice cannot occur.
             - In tests where we are certain that calling a cmd will not trigger a player choice.
             - In Sleight of Flesh Power's trigger, to prevent having to pass PlayerChoiceContext to PowerCmd.Apply. (This could
               change if we find out that player choice can be triggered in that scenario.)
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.GameActions.PickRelicAction">
            <summary>
            Enqueued when a player picks a relic at a multiplayer treasure room.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.GameActions.PickRelicAction.TestSynchronizer">
            <summary>
            Used to inject a relic picking synchronizer in tests.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.GameActions.PlayCardAction.Target">
            <summary>
            Get the creature that this action is targeting.
            Null for un-targeted cards.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.PlayCardAction.CancelAction">
            <summary>
            We override this to handle the case where some external action (like showing the hand selection screen) needs to
            cancel queued card plays.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.GameActions.PlayerChoiceResult">
            <summary>
            Represents the result of a choice that the player makes while playing a card or using a potion. For example, it
            could contain the choice of card to discard during a Survivor play, or the choice of card to add to hand at the
            beginning of combat from Toolbox.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.PlayerChoiceResult.AsCanonicalCard">
            <summary>
            Returns the selection assuming that it was a single canonical card.
            Will be null if the player skipped the choice.
            </summary>
            <exception cref="T:System.InvalidOperationException">Thrown if the selection was not a canonical card.</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.PlayerChoiceResult.AsCanonicalCards">
            <summary>
            Returns the selection assuming that it was a collection of canonical cards.
            </summary>
            <exception cref="T:System.InvalidOperationException">Thrown if the selection was not a collection of combat cards.</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.PlayerChoiceResult.AsCombatCards">
            <summary>
            Returns the selection assuming that it was a collection of combat cards.
            </summary>
            <exception cref="T:System.InvalidOperationException">Thrown if the selection was not a collection of combat cards.</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.PlayerChoiceResult.AsDeckCards">
            <summary>
            Returns the selection assuming that it was a collection of deck cards.
            </summary>
            <exception cref="T:System.InvalidOperationException">Thrown if the selection was not a collection of deck cards.</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.PlayerChoiceResult.AsMutableCard">
            <summary>
            Returns the selection assuming that it was a single mutable card without owner.
            Will be null if the player skipped the choice.
            </summary>
            <exception cref="T:System.InvalidOperationException">Thrown if the selection was not a mutable card without owner.</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.PlayerChoiceResult.AsMutableCards">
            <summary>
            Returns the selection assuming that it was a collection of mutable cards without owners.
            </summary>
            <exception cref="T:System.InvalidOperationException">Thrown if the selection was not a collection of mutable cards without owners.</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.PlayerChoiceResult.AsCards(MegaCrit.Sts2.Core.Entities.Models.PlayerChoiceType)">
            <summary>
            Returns a set of card models based on the type passed.
            </summary>
            <param name="type">The type of selection that the remote player chose.</param>
            <exception cref="T:System.InvalidOperationException">Thrown if the selection was not of the passed type.</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.PlayerChoiceResult.AsPlayerId">
            <summary>
            Returns the selection assuming that it is a player.
            </summary>
            <exception cref="T:System.InvalidOperationException">Thrown if the selection was not a player.</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.PlayerChoiceResult.AsIndex">
            <summary>
            Returns the selection assuming that it is a non-null index.
            </summary>
            <exception cref="T:System.InvalidOperationException">Thrown if the selection was not an index.</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.PlayerChoiceResult.AsIndexOrNull">
            <summary>
            Returns the selection as an index, or null if there is no index.
            </summary>
            <exception cref="T:System.InvalidOperationException">Thrown if the selection was not an index.</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.PlayerChoiceResult.AsIndexes">
            <summary>
            Returns the selection assuming that it is a list of indexes.
            </summary>
            <exception cref="T:System.InvalidOperationException">Thrown if the selection was not a list of indexes.</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.PlayerChoiceResult.FromNetData(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Runs.IPlayerCollection,MegaCrit.Sts2.Core.Entities.Multiplayer.NetPlayerChoiceResult)">
            <summary>
            Generates a player choice result from a serialized network data.
            Remember that player choices may involve cards that are created within combat! For example, if a remote player
            plays a Survivor which discards a Shiv that was just created using a Blade Dance, it is possible to receive an
            exception from this method if it is called at a point before the Shiv was created. It is the responsibility of
            the caller to ensure that this is not the case.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.GameActions.ReadyToBeginEnemyTurnAction">
            <summary>
            This action indicates that the player is ready to proceed to phase two of the end of the turn, where player state
            cleanup and switching to the next side occurs. It comes after EndPlayerTurnAction.
            Note that this action is automatically enqueued without player intervention.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.GameActions.UndoEndPlayerTurnAction">
            <summary>
            This action is enqueued when the player presses the "End Turn" button in the UI. It begins the process of ending a
            player's turn. Notes:
            * This action only marks the player as ready to end turn, and encapsulates only that action. It does not block
              the queue while turns are ending.
            * SwitchSidesAction is enqueued after this one, and acts as a synchronization point for players who are ready to
              enter phase 2 of turn ending.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.UsePotionAction.#ctor(MegaCrit.Sts2.Core.Models.PotionModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Boolean)">
            <summary>
            Constructor to use for constructing the UsePotionAction outside of serialization.
            </summary>
            <param name="potion">The potion which will be used.</param>
            <param name="target">The target which the player is using the potion on. Pass null if the potion is not targeted.</param>
            <param name="isCombatInProgress">Pass true if the potion was played during combat. The GameAction will be cancelled at
            the end of combat if it is still enqueued.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.GameActions.UsePotionAction.#ctor(MegaCrit.Sts2.Core.Entities.Players.Player,System.UInt32,System.Nullable{System.UInt32},System.Nullable{System.UInt64},System.Boolean)">
            <summary>
            Constructor to use when deserializing a NetUsePotionAction. Should not be used in other circumstances.
            </summary>
            <param name="player">The player who sent us the action.</param>
            <param name="potionIndex">The index of the potion that will be used.</param>
            <param name="targetId">The combat ID of the target.</param>
            <param name="targetPlayerId">The NetID of the player that is targeted, if the potion was used outside of combat.</param>
            <param name="isCombatInProgress">Whether or not combat was in progress when the potion was used.</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.GameActions.VoteForMapCoordAction">
            <summary>
            An action enqueued at the map screen when the player picks/votes for a map coord to move to.
            Once all players have selected a map coord, the host decides which map coord to move to based on the votes. It then
            enqueues MoveToMapCoordAction which triggers entering the room.
            This action may be enqueued multiple times with the same origin location, and should overwrite which coord the owning
            player is voting for. If it is enqueued after MoveToMapCoordAction has already been executed, then it should be
            ignored.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.GameActions.VoteForMapCoordAction._player">
            <summary>
            The player who is voting.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.GameActions.VoteForMapCoordAction._source">
            <summary>
            The location that the player is currently at while casting the vote.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.GameActions.VoteForMapCoordAction._destination">
            <summary>
            The player's vote. If null, any existing votes for the player should be cancelled.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.GameActions.VoteToMoveToNextActAction">
            <summary>
            An action enqueued at the rewards screen when the player is ready to move to the next act.
            Once a player receives actions from all other players indicating that they're ready to move to the next act, then
            the player should begin transitioning to the next act.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.GameActions.VoteToMoveToNextActAction._player">
            <summary>
            The player who is voting.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.AscensionHelper.GetValueIfAscension(MegaCrit.Sts2.Core.Entities.Ascension.AscensionLevel,System.Int32,System.Int32)">
            <summary>
            Return a different value depending on whether the given ascension is higher or lower than the current
            ascension of the run.
            </summary>
            <param name="level">The value that we use for ascensions below the ascensionThreshold</param>
            <param name="ascensionValue">The value that we use for ascensions above the ascensionThreshold</param>
            <param name="fallbackValue">The value that we use for ascensions below the ascensionThreshold</param>
            <returns></returns>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Helpers.DisplayVars.maxNarrowRatio">
            <summary>
            4:3
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Helpers.DisplayVars.maxWideRatio">
            <summary>
            21:9
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Helpers.Ease._tolerance">
            <summary>
            Used for safe floating point comparisons with pixel values on a 4K screen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Helpers.Ease.Functions">
            <summary>
            Easing function enums
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Helpers.Ease._pi">
            <summary>
            Constant Pi.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Helpers.Ease._halfPi">
            <summary>
            Constant Pi / 2.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.Interpolate(System.Single,MegaCrit.Sts2.Core.Helpers.Ease.Functions)">
            <summary>
            Interpolate using the specified function.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.Linear(System.Single)">
            <summary>
            Modeled after the line y = x
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.QuadIn(System.Single)">
            <summary>
            Modeled after the parabola y = x^2
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.QuadOut(System.Single)">
            <summary>
            Modeled after the parabola y = -x^2 + 2x
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.QuadInOut(System.Single)">
            <summary>
            Modeled after the piecewise quadratic
            y = (1/2)((2x)^2)             ; [0, 0.5)
            y = -(1/2)((2x-1)*(2x-3) - 1) ; [0.5, 1]
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.CubicIn(System.Single)">
            <summary>
            Modeled after the cubic y = x^3
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.CubicOut(System.Single)">
            <summary>
            Modeled after the cubic y = (x - 1)^3 + 1
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.CubicInOut(System.Single)">
            <summary>
            Modeled after the piecewise cubic
            y = (1/2)((2x)^3)       ; [0, 0.5)
            y = (1/2)((2x-2)^3 + 2) ; [0.5, 1]
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.QuartIn(System.Single)">
            <summary>
            Modeled after the quartic x^4
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.QuartOut(System.Single)">
            <summary>
            Modeled after the quartic y = 1 - (x - 1)^4
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.QuartInOut(System.Single)">
            <summary>
            Modeled after the piecewise quartic
            y = (1/2)((2x)^4)        ; [0, 0.5)
            y = -(1/2)((2x-2)^4 - 2) ; [0.5, 1]
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.QuintIn(System.Single)">
            <summary>
            Modeled after the quintic y = x^5
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.QuintOut(System.Single)">
            <summary>
            Modeled after the quintic y = (x - 1)^5 + 1
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.QuintInOut(System.Single)">
            <summary>
            Modeled after the piecewise quintic
            y = (1/2)((2x)^5)       ; [0, 0.5)
            y = (1/2)((2x-2)^5 + 2) ; [0.5, 1]
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.SineIn(System.Single)">
            <summary>
            Modeled after quarter-cycle of sine wave
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.SineOut(System.Single)">
            <summary>
            Modeled after quarter-cycle of sine wave (different phase)
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.SineInOut(System.Single)">
            <summary>
            Modeled after half sine wave
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.CircIn(System.Single)">
            <summary>
            Modeled after shifted quadrant IV of unit circle
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.CircOut(System.Single)">
            <summary>
            Modeled after shifted quadrant II of unit circle
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.CircInOut(System.Single)">
            <summary>
            Modeled after the piecewise circular function
            y = (1/2)(1 - Mathf.Sqrt(1 - 4x^2))           ; [0, 0.5)
            y = (1/2)(Mathf.Sqrt(-(2x - 3)*(2x - 1)) + 1) ; [0.5, 1]
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.ExpoIn(System.Single)">
            <summary>
            Modeled after the exponential function y = 2^(10(x - 1))
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.ExpoOut(System.Single)">
            <summary>
            Modeled after the exponential function y = -2^(-10x) + 1
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.ExpoInOut(System.Single)">
            <summary>
            Modeled after the piecewise exponential
            y = (1/2)2^(10(2x - 1))         ; [0,0.5)
            y = -(1/2)*2^(-10(2x - 1))) + 1 ; [0.5,1]
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.ElasticIn(System.Single)">
            <summary>
            Modeled after the damped sine wave y = sin(13pi/2*x)*Mathf.Pow(2, 10 * (x - 1))
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.ElasticOut(System.Single)">
            <summary>
            Modeled after the damped sine wave y = sin(-13pi/2*(x + 1))*Mathf.Pow(2, -10x) + 1
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.ElasticInOut(System.Single)">
            <summary>
            Modeled after the piecewise exponentially-damped sine wave:
            y = (1/2)*sin(13pi/2*(2*x))*Mathf.Pow(2, 10 * ((2*x) - 1))      ; [0,0.5)
            y = (1/2)*(sin(-13pi/2*((2x-1)+1))*Mathf.Pow(2,-10(2*x-1)) + 2) ; [0.5, 1]
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.BackIn(System.Single,System.Single)">
            <summary>
            Lerps an object beyond the target destination and brings it back
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.BackOut(System.Single,System.Single)">
            <summary>
            Lerps an object beyond the target destination and brings it back
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Ease.BackInOut(System.Single,System.Single)">
            <summary>
            Lerps an object beyond the target destination and brings it back
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.EnergyIconHelper.GetPrefix(MegaCrit.Sts2.Core.Models.AbstractModel)">
             <summary>
             Get the string that should be used as the prefix for a model's energy icon path.
            
             The logic here is a little more complicated than you'd expect; it's easy if it's a card in the player's deck
             during a run (just use the owner's card pool), but it gets trickier before the card is in the deck (like in
             card rewards) or outside of a run entirely (like in the card library).
             </summary>
             <param name="model">Model whose energy icon we want.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.EnergyIconHelper.GetPath(MegaCrit.Sts2.Core.Models.AbstractModel)">
             <summary>
             Get the string that should be used as the specified model's energy icon path.
            
             The logic here is a little more complicated than you'd expect; it's easy if it's a card in the player's deck
             during a run (just use the owner's card pool), but it gets trickier before the card is in the deck (like in
             card rewards) or outside of a run entirely (like in the card library).
             </summary>
             <param name="model">Model whose energy icon we want.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.EnergyIconHelper.GetPath(System.String)">
            <summary>
            Get the string that should be used as the energy icon path for the specified prefix.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Helpers.GrabBag`1">
            
             <summary>
             A generic collection that allows the caller to grab random elements with weighted probabilities.
             </summary>
             <example>
             Imagine the following code:
            
             <code>
             GrabBag{string} bag = new GrabBag{string}();
             
             bag.Add("dog", 1);
             bag.Add("cat", 1);
             bag.Add("fish", 2);
             bag.add("lion", 0.5);
             bag.add("tiger", 0.5);
             
             string result = bag.Grab();
             </code>
            
             In the above code, 5 elements are added to a grab bag with differing weights, then a random one is chosen.
             If the above code were run 100 times, the results should be:
             * "dog" approximately 20 times
             * "cat" approximately 20 times
             * "fish" approximately 40 times (twice as many as dog or cat, since it has a weight of 2 instead of 1)
             * "lion" approximately 10 times (half as many as dog or cat, since it has a weight of 0.5 instead of 1)
             * "tiger" approximately 10 times (half as many as dog or cat, since it has a weight of 0.5 instead of 1)
             </example>
             <typeparam name="T">Type of elements contained by GrabBag.</typeparam>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Helpers.GrabBag`1._entries">
            <summary>
            
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.GrabBag`1.Add(`0,System.Double)">
            <summary>
            Add an element with a specified weight.
            </summary>
            <param name="element">Element to add.</param>
            <param name="weight">Amount to weight the element.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.GrabBag`1.Grab(MegaCrit.Sts2.Core.Random.Rng,System.Func{`0,System.Boolean})">
            <summary>
            Grab a random element from the bag, respecting weights.
            </summary>
            <param name="rng">Generator to grab the random roll from.</param>
            <param name="predicate">Predicate that must be matched by the returned element.</param>
            <returns>Randomly-chosen element. Null if the bag is empty.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.GrabBag`1.GrabAndRemove(MegaCrit.Sts2.Core.Random.Rng,System.Func{`0,System.Boolean})">
            <summary>
            Grab a random element from the bag, respecting weights. Remove it after grabbing.
            </summary>
            <param name="rng">Generator to grab the random roll from.</param>
            <param name="predicate">Predicate that must be matched by the returned element.</param>
            <returns>Randomly-chosen element. Null if the bag is empty.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.HandLayoutHelper.GetInsertIndex``1(System.Collections.Generic.IReadOnlyList{``0},System.Collections.Generic.IEnumerable{``0},``0)">
             <summary>
             Returns where <paramref name="target"/> belongs among <paramref name="presentCards"/> once both are ordered
             by <paramref name="pileOrder"/>: the count of present cards (excluding the target itself) that precede the
             target in pile order.
            
             Callers use this to turn a backend-pile position into a child index for a container that may be missing some
             of the pile's cards (selected, awaiting play, or being dragged). Each absent card that precedes the target
             inflates the raw pile index past the target's real slot; once enough precede it the index exceeds the live
             child count and Godot rejects the move with "Invalid new child index" (PRG-6847). The result cannot exceed
             the number of present cards, so when <paramref name="presentCards"/> is exactly the container's current
             children it is a valid child index by construction; correctness depends on the caller passing that set.
             </summary>
             <param name="pileOrder">The full backend pile order.</param>
             <param name="presentCards">The cards whose holders are currently in the container, in any order.</param>
             <param name="target">The card being (re)inserted.</param>
             <returns>The insert index, or -1 if the target is not in the pile (caller should skip the move).</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.HandPosHelper.GetPosition(System.Int32,System.Int32)">
            <summary>
            Returns the position of a card when given the total number of cards in
            the hand (handSize) and the index of the card you want the position of.
            </summary>
            <param name="handSize"></param>
            <param name="cardIndex"></param>
            <returns></returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.HandPosHelper.GetAngle(System.Int32,System.Int32)">
            <summary>
            Returns the angle of a card when given the total number of cards in
            the hand (handSize) and the index of the card you want the position of.
            </summary>
            <param name="handSize"></param>
            <param name="cardIndex"></param>
            <returns></returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.HandPosHelper.GetScale(System.Int32)">
            <summary>
            Returns the expected Scale of a card should be based on how many cards are in your hand.
            </summary>
            <param name="handSize"></param>
            <returns></returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.ImageHelper.GetImagePath(System.String)">
            <summary>
            Get the path to the image with the specified "inner" path.
            </summary>
            <param name="innerPath">The image's inner path. For example, for "images/cards/bash.png", pass "cards/bash.png".</param>
            <returns>The full path to the image.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.ImageHelper.GetRoomIconPath(MegaCrit.Sts2.Core.Map.MapPointType,MegaCrit.Sts2.Core.Rooms.RoomType,MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Get the path to the icon for the specified map point and room type.
            </summary>
            <param name="mapPointType">The type of map point that the room is in.</param>
            <param name="roomType">The type of room.</param>
            <param name="modelId">
            (Optional) The model ID corresponding to room. This is for bosses and ancients, which have unique icons.
            </param>
            <returns>The full path to the image</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.ImageHelper.GetRoomIconOutlinePath(MegaCrit.Sts2.Core.Map.MapPointType,MegaCrit.Sts2.Core.Rooms.RoomType,MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Get the path to the icon outline for the specified map point and room type.
            </summary>
            <param name="mapPointType">The type of map point that the room is in.</param>
            <param name="roomType">The type of room.</param>
            <param name="modelId">
            (Optional) The model ID corresponding to room. This is for bosses and ancients, which have unique icons.
            </param>
            <returns>The full path to the image</returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Helpers.MathHelper">
            <summary>
            A set of static math functions which are missing from Godot's Mathf.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.MathHelper.Remap(System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Linearly scales the input value from the source range [from1, to1] to the target range [from2, to2].
            </summary>
            <param name="value"></param>
            <param name="from1"></param>
            <param name="to1"></param>
            <param name="from2"></param>
            <param name="to2"></param>
            <returns></returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.MathHelper.BezierCurve(Godot.Vector2,Godot.Vector2,Godot.Vector2,System.Single)">
            <summary>
            Bezier Curve curve function.
            </summary>
            <param name="v0"></param>
            <param name="v1"></param>
            <param name="c0"></param>
            <param name="t"></param>
            <returns></returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.MathHelper.Clamp(Godot.Vector2,System.Single,System.Single)">
            <summary>
            Clamps a Vector2, only if both X and Y are equal values.
            </summary>
            <param name="input"></param>
            <param name="min"></param>
            <param name="max"></param>
            <returns></returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.MathHelper.SmoothDamp(System.Single,System.Single,System.Single@,System.Single,System.Single,System.Single)">
            <summary>
            Gradually changes a value towards a desired goal over time.
            </summary>
            <param name="current">The current value</param>
            <param name="target">The target value</param>
            <param name="currentVelocity">The current velocity. This should start at zero, be stored somewhere, and passed to
            this method every frame.</param>
            <param name="smoothTime">The approximate amount of time it will take to reach the target. Smaller values mean that
            we'll reach the target value faster.</param>
            <param name="deltaTime">The last process time.</param>
            <param name="maxSpeed">Maximum speed we'll move towards the target.</param>
            <returns>New value after interpolation.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.MathHelper.SmoothDamp(Godot.Vector2,Godot.Vector2,Godot.Vector2@,System.Single,System.Single,System.Single)">
            <summary>
            Gradually changes a value towards a desired goal over time.
            </summary>
            <param name="current">The current value</param>
            <param name="target">The target value</param>
            <param name="currentVelocity">The current velocity. This should start at zero, be stored somewhere, and passed to
            this method every frame.</param>
            <param name="smoothTime">The approximate amount of time it will take to reach the target. Smaller values mean that
            we'll reach the target value faster.</param>
            <param name="deltaTime">The last process time.</param>
            <param name="maxSpeed">Maximum speed we'll move towards the target.</param>
            <returns>New value after interpolation.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Models.CardCostHelper.GetEnergyCostColor(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Combat.ICombatState)">
            <summary>
            Get the color that should be used for the text in a card's energy cost.
            Depends on a whole bunch of tricky rules, see comments and tests for details.
            WARNING: If you make a change to this method, you should probably make a similar change to
            <see cref="M:MegaCrit.Sts2.Core.Helpers.Models.CardCostHelper.GetStarCostColor(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Combat.ICombatState)"/>, or write a comment explaining why the two methods are different.
            </summary>
            <param name="card">Card whose energy cost color we want.</param>
            <param name="state">Combat state that the color depends on. Null outside of combat (like in the Card Library).</param>
            <returns>Energy cost color for the specified card in the specified combat state.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.Models.CardCostHelper.GetStarCostColor(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Combat.ICombatState)">
            <summary>
            Get the color that should be used for the text in a card's star cost.
            Depends on a whole bunch of tricky rules, see comments and tests for details.
            WARNING: If you make a change to this method, you should probably make a similar change to
            <see cref="M:MegaCrit.Sts2.Core.Helpers.Models.CardCostHelper.GetEnergyCostColor(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Combat.ICombatState)"/>, or write a comment explaining why the two methods are different.
            </summary>
            <param name="card">Card whose star cost color we want.</param>
            <param name="state">Combat state that the color depends on. Null outside of combat (like in the Card Library).</param>
            <returns>Star cost color for the specified card in the specified combat state.</returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Helpers.OneTimeInitialization">
            <summary>
            Contains methods that are called as part of initialization.
            The methods are called both in normal startup and in test mode, so only call things that need to be done in both.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.OneTimeInitialization.ExecuteVeryEarly">
            <summary>
            Initializes stuff that has to happen very early.
            This gets called in both tests and in real games!! Only do stuff that needs to happen in both here.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.OneTimeInitialization.ExecuteEssential">
            <summary>
            Essential initialization needed before main menu can display.
            Loads only ui_atlas and core systems (settings, mods, localization, model DB init).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.OneTimeInitialization.ExecuteDeferred">
            <summary>
            Deferred initialization that can run after main menu is displayed.
            Loads remaining atlases and runs expensive precomputation.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Helpers.Really.bigNumber">
            <summary>
            Really big for games, but not big enough to come close to overflowing int!
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Helpers.ReflectionHelper">
            <summary>
            A few utility methods for accessing types via reflection.
            In general, you should avoid using this, as it does not work on console platforms (or anywhere that NativeAOT is
            required). You can check for support with SubtypesAvailable.
            Only use this in scenarios where it is required (e.g. for modding).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.SceneHelper.GetScenePath(System.String)">
            <summary>
            Get the path to the scene with the specified "inner" path.
            </summary>
            <param name="innerPath">The scene's inner path. For example, for "scenes/ui/button.tscn", pass "ui/button".</param>
            <returns>The full path to the scene.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.SceneHelper.Load(System.String)">
            <summary>
            Load the packed scene with the specified "inner" path.
            </summary>
            <param name="innerPath">The scene's inner path. For example, for "scenes/ui/button.tscn", pass "ui/button".</param>
            <returns>The PackedScene.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.SceneHelper.Instantiate``1(System.String)">
            <summary>
            Instantiate the scene with the specified "inner" path.
            </summary>
            <param name="innerPath">The scene's inner path. For example, for "scenes/ui/button.tscn", pass "ui/button".</param>
            <typeparam name="T">The type to cast to. Should be a descendant of <see cref="T:Godot.Node" />.</typeparam>
            <returns>The instantiated scene.</returns>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Helpers.ScrollHelper._scrollAmount">
            <summary>
            How much we travel per scrollWheel tick.
            Probably better to get the expected scroll distance from the OS.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Helpers.ScrollHelper._panScrollSpeed">
            <summary>
            How much we travel per touchpad gesture tick.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Helpers.ScrollHelper.dragLerpSpeed">
            <summary>
            How fast we lerp to the target position when dragging.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Helpers.ScrollHelper.snapThreshold">
            <summary>
            How close we need to be to the target position before we snap to it.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Helpers.ScrollHelper.bounceBackStrength">
            <summary>
            How fast we bounce back after scrolling past the edge of the screen.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.ScrollHelper.GetDragForScrollEvent(Godot.InputEvent)">
            <summary>
            Get the amount of scroll drag that should be added for a given scroll event.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.SpineNodeExtensions.RunWhenSpineReady(Godot.Node,MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaSprite,System.Action{MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaAnimationState})">
             <summary>
             Invokes <paramref name="onReady"/> with <paramref name="sprite"/>'s animation state once it
             exists, waiting across frames if necessary.
            
             Godot runs _Ready() bottom-up (children before parents) and a SpineSprite builds its skeleton
             asynchronously, so a VFX node can run before the SpineSprite it drives has created its
             animation state. Driving the animation state in that window throws a NullReferenceException and
             leaves the VFX uninitialized (PRG-6982). Use this for any animation-state setup that runs from
             _Ready, whether <paramref name="sprite"/> is the node's parent or a child/sibling sub-sprite.
            
             If the skeleton never loads (e.g. asset load failure, which NCreatureVisuals handles by
             disabling the spine), <paramref name="onReady"/> simply never runs, and a one-time warning is
             logged once the wait grows implausibly long. The wait also stops if <paramref name="host"/> or
             <paramref name="sprite"/>'s node leaves the tree or is freed. The sprite can be freed
             independently of the host (e.g. NOrb frees and recreates its sprite on orb replacement while
             the NOrb node itself stays in the tree).
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.StringHelper.CamelCaseRegex">
            <remarks>
            Pattern:<br/>
            <code>([A-Za-z0-9]|\\G(?!^))([A-Z])</code><br/>
            Explanation:<br/>
            <code>
            ○ 1st capture group.<br/>
                ○ Match with 2 alternative expressions.<br/>
                    ○ Match a character in the set [0-9A-Za-z].<br/>
                    ○ Match a sequence of expressions.<br/>
                        ○ Match if at the start position.<br/>
                        ○ Zero-width negative lookahead.<br/>
                            ○ Match if at the beginning of the string.<br/>
            ○ 2nd capture group.<br/>
                ○ Match a character in the set [A-Z].<br/>
            </code>
            </remarks>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.StringHelper.SnakeCaseRegex">
            <remarks>
            Pattern:<br/>
            <code>(.*?)_([a-zA-Z0-9])</code><br/>
            Explanation:<br/>
            <code>
            ○ 1st capture group.<br/>
                ○ Match a character other than '\n' lazily any number of times.<br/>
            ○ Match '_'.<br/>
            ○ 2nd capture group.<br/>
                ○ Match a character in the set [0-9A-Za-z].<br/>
            </code>
            </remarks>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.StringHelper.WhitespaceRegex">
            <remarks>
            Pattern:<br/>
            <code>\\s+</code><br/>
            Explanation:<br/>
            <code>
            ○ Match a whitespace character atomically at least once.<br/>
            </code>
            </remarks>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.StringHelper.SpecialCharRegex">
            <remarks>
            Pattern:<br/>
            <code>[^A-Z0-9_]</code><br/>
            Explanation:<br/>
            <code>
            ○ Match a character in the set [^0-9A-Z_].<br/>
            </code>
            </remarks>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.StringHelper.CompactText(System.String)">
            <summary>
            Trims whitespace, converts newlines to spaces, and squashes multiple whitespace characters in a row down to
            a single space.
            </summary>
            <remarks>
            Good for writing multi-line indented verbatim strings (https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/tokens/verbatim)
            and having them output in a natural way.
            </remarks>
            <param name="text">The string to compact.</param>
            <returns>A compacted copy of <paramref name="text"/>.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.StringHelper.GetDeterministicHashCode(System.String)">
             <summary>
             Get a deterministic hash representation of a string. Unlike GetHashCode(), it is guaranteed to be the same
             even across program executions.
            
             This is NOT guaranteed to be unique or cryptographically safe or anything like that. Its only guarantee is
             to be deterministic.
            
             Algorithm lifted from https://andrewlock.net/why-is-string-gethashcode-different-each-time-i-run-my-program-in-net-core/
             </summary>
             <param name="str">String to hash.</param>
             <returns>Hash value.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.StringHelper.Radix(System.Int32)">
            <summary>
            Returns a number as a string with radix applied based on set language.
            i.e. one-thousand seven-hundred fifty-five returns 1,755. However, in some languages returns 1.755.
            Used when we show BIG numbers in the stats screen. Maybe leaderboards, I dunno.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.StringHelper.RatioFormat(System.String,System.String)">
            <summary>
            Helps render text like "119/670"
            In case there are different ratio formats in other languages.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.StringHelper.Capitalize(System.String)">
            <summary>
            Simple helper to capitalize the first character of a given string.
            Does not work with multiple words. Improve and add exceptions if its use case expands.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.StringHelper.StripBbCode(System.String)">
            <summary>
            Removes the bbcode tags from the given string
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.StringHelper.EscapeBbcodeTags(System.String)">
            <summary>
            Replaces brackets with [lb] and [rb] so they are not interpreted as bbcode tags.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Helpers.StsColors">
            <summary>
            Color reference class for this specific game, Slay the Spire 2.
            If a color is a one-off, it probably doesn't need to be live here.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.TaskHelper.RunSafely(System.Threading.Tasks.Task)">
            <summary>
            Runs a task without awaiting it.
            Prefer using this over calling the task-returning method and then discarding the task, as that causes exceptions
            not to be logged.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Helpers.TaskHelper.WhenAny(System.Threading.Tasks.Task[])">
            <summary>
            Runs all the tasks at once and returns a task whose result is equivalent to the first task completed.
            Prefer using this over Task.WhenAny, as that returns a Task that is always successful.
            </summary>
            <param name="tasks"></param>
            <returns></returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Hooks.Hook">
            <summary>
            A static class containing all of the gameplay hooks.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.IterateCombatHookListeners(MegaCrit.Sts2.Core.Combat.ICombatState)">
             <summary>
             Iterates combat hook listeners, but yields nothing if combat is over or ending
             (CombatManager.IsOverOrEnding) when the dispatch begins. Most combat hooks should use this
             instead of <see cref="M:MegaCrit.Sts2.Core.Combat.ICombatState.IterateHookListeners"/> directly, so a hook dispatched
             after combat has started ending fires for no one (for example after a Strike that Hellraiser
             plays automatically kills the last enemy while cards are still being drawn).
            
             The check is evaluated once, when enumeration begins, not per listener. A dispatch that
             begins while combat is live therefore runs every listener even if one of them ends combat
             partway through. That is intentional: combat teardown is deferred to the next safe point
             (CheckWinCondition), so the state stays intact for the rest of the dispatch, and rechecking
             per listener would drop the remaining ones in listener order (for example a Joss Paper
             increment that should still count when Charon's Ashes lands the killing blow on an exhaust).
            
             Combat setup (CombatManager.IsStarting) is exempt: IsInProgress is still false then, so
             IsOverOrEnding is true, but hooks that run during setup, such as the initial deck shuffle
             (ModifyShuffleOrder with isInitialShuffle true), must still reach listeners.
            
             A few hooks intentionally call <see cref="M:MegaCrit.Sts2.Core.Combat.ICombatState.IterateHookListeners"/> directly
             because they are part of the kill, death, or combat end sequence itself, where yielding
             nothing would break that sequence. Each such hook documents the reason in its own summary.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterActEntered(MegaCrit.Sts2.Core.Runs.IRunState)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterActEntered"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.BeforeAttack(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Commands.Builders.AttackCommand)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeAttack(MegaCrit.Sts2.Core.Commands.Builders.AttackCommand)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterAttack(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Commands.Builders.AttackCommand)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterAttack(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Commands.Builders.AttackCommand)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterBlockBroken(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
             <summary>
             See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterBlockBroken(MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/>.
            
             Dispatched directly, not through the IterateCombatHookListeners guard: it fires from the same
             damage event that ends combat (the killing hit), so it must still resolve for that hit.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterBlockCleared(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterBlockCleared(MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.BeforeBlockGained(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeBlockGained(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterBlockGained(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterBlockGained(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.BeforeCardAutoPlayed(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Entities.Cards.AutoPlayType)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeCardAutoPlayed(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Entities.Cards.AutoPlayType)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterCardChangedPiles(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.PileType,MegaCrit.Sts2.Core.Models.AbstractModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCardChangedPiles(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.PileType,MegaCrit.Sts2.Core.Models.AbstractModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterCardDiscarded(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCardDiscarded(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.CardModel)"/>.
            This takes a player choice context as an argument because it needs to block combat flow if a player choice is
            encountered.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterCardDrawn(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.CardModel,System.Boolean)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCardDrawn(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.CardModel,System.Boolean)"/>.
            This takes a player choice context as an argument because it needs to block combat flow if a player choice is
            encountered.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterCardEnteredCombat(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCardEnteredCombat(MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterCardExhausted(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.CardModel,System.Boolean)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCardExhausted(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.CardModel,System.Boolean)"/>.
            This takes a player choice context as an argument because it needs to block combat flow if a player choice is
            encountered.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterCardGeneratedForCombat(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCardGeneratedForCombat(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.BeforeCardPlayed(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Cards.CardPlay)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeCardPlayed(MegaCrit.Sts2.Core.Entities.Cards.CardPlay)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterCardPlayed(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Cards.CardPlay)">
             <summary>
             See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCardPlayed(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Cards.CardPlay)"/>.
            
             Dispatched directly, not through the IterateCombatHookListeners guard: it completes
             resolution of the card that caused the kill.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.BeforeCardRemoved(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeCardRemoved(MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.BeforeCombatStart(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeCombatStart"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterCombatEnd(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Rooms.CombatRoom)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCombatEnd(MegaCrit.Sts2.Core.Rooms.CombatRoom)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterCombatVictory(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Rooms.CombatRoom)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCombatVictory(MegaCrit.Sts2.Core.Rooms.CombatRoom)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterCreatureAddedToCombat(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
             <summary>
             See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCreatureAddedToCombat(MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/>.
            
             Dispatched directly, not through the IterateCombatHookListeners guard: it only fires for
             creatures added during combat (creatures present when combat starts take a different path,
             before IsInProgress is set), and a creature added while combat is ending can affect whether
             it should actually end, so that decision is not overridden here.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterCurrentHpChanged(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCurrentHpChanged(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterDamageGiven(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Entities.Creatures.DamageResult,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
             <summary>
             See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterDamageGiven(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Entities.Creatures.DamageResult,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/>.
            
             Dispatched directly, not through the IterateCombatHookListeners guard: it fires from the same
             damage event that ends combat (the killing hit), so it must still resolve for that hit.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.BeforeDamageReceived(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeDamageReceived(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterDamageReceived(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Entities.Creatures.DamageResult,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterDamageReceived(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Entities.Creatures.DamageResult,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.BeforeDeath(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeDeath(MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterDeath(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Boolean,System.Single)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterDeath(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Boolean,System.Single)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterGoldGained(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterGoldGained(MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterDiedToDoom(MegaCrit.Sts2.Core.Combat.ICombatState,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature})">
             <summary>
             See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterDiedToDoom(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature})"/>.
            
             Dispatched directly, not through the IterateCombatHookListeners guard: it runs during death
             resolution, which proceeds while combat is ending.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterEnergyReset(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterEnergyReset(MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterEnergySpent(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.CardModel,System.Int32)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterEnergySpent(MegaCrit.Sts2.Core.Models.CardModel,System.Int32)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.BeforeFlush(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeFlush(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterFlush(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,System.Collections.Generic.IReadOnlyCollection{MegaCrit.Sts2.Core.Models.CardModel},System.Collections.Generic.IReadOnlyCollection{MegaCrit.Sts2.Core.Models.CardModel})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterFlush(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.IReadOnlyCollection{MegaCrit.Sts2.Core.Models.CardModel},System.Collections.Generic.IReadOnlyCollection{MegaCrit.Sts2.Core.Models.CardModel})"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterForge(MegaCrit.Sts2.Core.Combat.ICombatState,System.Decimal,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Models.AbstractModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterForge(System.Decimal,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Models.AbstractModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.BeforeHandDraw(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeHandDraw(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Combat.ICombatState)"/>.
            This takes a player choice context as an argument because it needs to block combat flow if a player choice is
            encountered.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterHandEmptied(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterHandEmptied(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            This takes a player choice context as an argument because it needs to block combat flow if a player choice is
            encountered.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterItemPurchased(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Entities.Merchant.MerchantEntry,System.Int32)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterItemPurchased(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Entities.Merchant.MerchantEntry,System.Int32)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterMapGenerated(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Map.ActMap,System.Int32)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterMapGenerated(MegaCrit.Sts2.Core.Map.ActMap,System.Int32)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterModifyingBlockAmount(MegaCrit.Sts2.Core.Combat.ICombatState,System.Decimal,MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.CardPlay,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingBlockAmount(System.Decimal,MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.CardPlay)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterModifyingCardPlayCount(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.CardModel,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingCardPlayCount(MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterModifyingCardRewardOptions(MegaCrit.Sts2.Core.Runs.IRunState,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingCardRewardOptions"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterModifyingDamageAmount(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.CardModel,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingDamageAmount(MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterModifyingEnergyGain(MegaCrit.Sts2.Core.Combat.ICombatState,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingEnergyGain"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterModifyingGoldGained(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel},MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingGoldGained(MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterModifyingHandDraw(MegaCrit.Sts2.Core.Combat.ICombatState,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingHandDraw"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterModifyingHpLostBeforeOsty(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingHpLostBeforeOsty"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterModifyingHpLostAfterOsty(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingHpLostAfterOsty"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterModifyingOrbPassiveTriggerCount(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.OrbModel,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingOrbPassiveTriggerCount(MegaCrit.Sts2.Core.Models.OrbModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterModifyingPowerAmountGiven(MegaCrit.Sts2.Core.Combat.ICombatState,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel},MegaCrit.Sts2.Core.Models.PowerModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingPowerAmountGiven(MegaCrit.Sts2.Core.Models.PowerModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterModifyingPowerAmountReceived(MegaCrit.Sts2.Core.Combat.ICombatState,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel},MegaCrit.Sts2.Core.Models.PowerModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingPowerAmountReceived(MegaCrit.Sts2.Core.Models.PowerModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterModifyingRewards(MegaCrit.Sts2.Core.Runs.IRunState,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingRewards"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterOrbChanneled(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Models.OrbModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterOrbChanneled(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Models.OrbModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterOrbEvoked(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.OrbModel,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterOrbEvoked(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.OrbModel,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature})"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterOstyRevived(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterOstyRevived(MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterPlayerTurnStart(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterPlayerTurnStart(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterAutoPostPlayPhaseEntered(MegaCrit.Sts2.Core.GameActions.Multiplayer.HookPlayerChoiceContext,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterAutoPostPlayPhaseEntered(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterAutoPrePlayPhaseEntered(MegaCrit.Sts2.Core.GameActions.Multiplayer.HookPlayerChoiceContext,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterAutoPrePlayPhaseEntered(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterPotionDiscarded(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.PotionModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterPotionDiscarded(MegaCrit.Sts2.Core.Models.PotionModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterPotionProcured(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.PotionModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterPotionProcured(MegaCrit.Sts2.Core.Models.PotionModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.BeforePotionUsed(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.PotionModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforePotionUsed(MegaCrit.Sts2.Core.Models.PotionModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterPotionUsed(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.PotionModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterPotionUsed(MegaCrit.Sts2.Core.Models.PotionModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.BeforePowerAmountChanged(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.PowerModel,System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforePowerAmountChanged(MegaCrit.Sts2.Core.Models.PowerModel,System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterPowerAmountChanged(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.PowerModel,System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterPowerAmountChanged(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.PowerModel,System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterPreventingBlockClear(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.AbstractModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterPreventingBlockClear(MegaCrit.Sts2.Core.Models.AbstractModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterPreventingDeath(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.AbstractModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterPreventingDeath(MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterPreventingDraw(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.AbstractModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterPreventingDraw"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterRestSiteHeal(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player,System.Boolean)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterRestSiteHeal(MegaCrit.Sts2.Core.Entities.Players.Player,System.Boolean)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterRestSiteSmith(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterRestSiteSmith(MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterRewardTaken(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Rewards.Reward)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterRewardTaken(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Rewards.Reward)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.BeforeRoomEntered(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Rooms.AbstractRoom)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeRoomEntered(MegaCrit.Sts2.Core.Rooms.AbstractRoom)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterRoomEntered(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Rooms.AbstractRoom)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterRoomEntered(MegaCrit.Sts2.Core.Rooms.AbstractRoom)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterShuffle(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterShuffle(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            This takes a player choice context as an argument because it needs to block combat flow if a player choice is
            encountered.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.BeforeSideTurnStart(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeSideTurnStart(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature},MegaCrit.Sts2.Core.Combat.ICombatState)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterSideTurnStart(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterSideTurnStart(MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature},MegaCrit.Sts2.Core.Combat.ICombatState)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterStarsGained(MegaCrit.Sts2.Core.Combat.ICombatState,System.Int32,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterStarsGained(System.Int32,MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterStarsSpent(MegaCrit.Sts2.Core.Combat.ICombatState,System.Int32,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterStarsSpent(System.Int32,MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterSummon(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterSummon(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal)"/>.
            This takes a player choice context as an argument because it needs to block combat flow if a player choice is
            encountered.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterTakingExtraTurn(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterTakingExtraTurn(MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.BeforeTurnEnd(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeSideTurnEnd(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature})"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterTurnEnd(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterSideTurnEnd(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature})"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyAttackHitCount(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Commands.Builders.AttackCommand,System.Int32)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyAttackHitCount(MegaCrit.Sts2.Core.Commands.Builders.AttackCommand,System.Int32)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyBlock(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.CardPlay,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel}@)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyBlockAdditive(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.CardPlay)"/> and <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyBlockMultiplicative(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.CardPlay)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyCardBeingAddedToDeck(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Models.CardModel,System.Collections.Generic.List{MegaCrit.Sts2.Core.Models.AbstractModel}@)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyCardBeingAddedToDeck(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Models.CardModel@)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyCardPlayCount(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.CardModel,System.Int32,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Collections.Generic.List{MegaCrit.Sts2.Core.Models.AbstractModel}@)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyCardPlayCount(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Int32)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyCardPlayResultPileTypeAndPosition(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.CardModel,System.Boolean,MegaCrit.Sts2.Core.Entities.Cards.ResourceInfo,MegaCrit.Sts2.Core.Entities.Cards.PileType,MegaCrit.Sts2.Core.Entities.Cards.CardPilePosition,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel}@)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyCardPlayResultPileTypeAndPosition(MegaCrit.Sts2.Core.Models.CardModel,System.Boolean,MegaCrit.Sts2.Core.Entities.Cards.ResourceInfo,MegaCrit.Sts2.Core.Entities.Cards.PileType,MegaCrit.Sts2.Core.Entities.Cards.CardPilePosition)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyCardRewardAlternatives(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Rewards.CardReward,System.Collections.Generic.List{MegaCrit.Sts2.Core.Entities.CardRewardAlternatives.CardRewardAlternative})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyCardRewardAlternatives(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Rewards.CardReward,System.Collections.Generic.List{MegaCrit.Sts2.Core.Entities.CardRewardAlternatives.CardRewardAlternative})"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyCardRewardCreationOptions(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Runs.CardCreationOptions)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyCardRewardCreationOptions(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Runs.CardCreationOptions)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.TryModifyCardRewardOptions(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.List{MegaCrit.Sts2.Core.Entities.Cards.CardCreationResult},MegaCrit.Sts2.Core.Runs.CardCreationOptions,System.Collections.Generic.List{MegaCrit.Sts2.Core.Models.AbstractModel}@)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyCardRewardOptions(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.List{MegaCrit.Sts2.Core.Entities.Cards.CardCreationResult},MegaCrit.Sts2.Core.Runs.CardCreationOptions)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyCardRewardUpgradeOdds(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Models.CardModel,System.Decimal)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyCardRewardUpgradeOdds(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Models.CardModel,System.Decimal)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyDamage(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Hooks.ModifyDamageHookType,MegaCrit.Sts2.Core.Entities.Cards.CardPreviewMode,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel}@)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyDamageAdditive(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyEnergyCostInCombat(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.CardModel,System.Decimal)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyEnergyCostInCombat(MegaCrit.Sts2.Core.Models.CardModel,System.Decimal,System.Decimal@)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyKeywordsInCombat(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.CardModel,System.Collections.Generic.ISet{MegaCrit.Sts2.Core.Entities.Cards.CardKeyword})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyKeywordsInCombat(MegaCrit.Sts2.Core.Models.CardModel,System.Collections.Generic.ISet{MegaCrit.Sts2.Core.Entities.Cards.CardKeyword})"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyEnergyGain(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel}@)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyEnergyGain(MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyGoldGained(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,System.Decimal,MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel}@)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyGoldGained(MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyExtraRestSiteHealText(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Localization.LocString})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyExtraRestSiteHealText(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Localization.LocString})"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyGeneratedMap(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Map.ActMap,System.Int32)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyGeneratedMap(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Map.ActMap,System.Int32)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyGeneratedMapLate(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Map.ActMap,System.Int32)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyGeneratedMapLate(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Map.ActMap,System.Int32)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyHandDraw(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel}@)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyHandDraw(MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyHpLost(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Hooks.HpLossHookPhase,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel}@)">
            <summary>
            Run the requested HP-loss-modification hook phases on <paramref name="target"/>.
            In CreatureCmd.Damage the two phases are invoked separately because damage redirection (Osty) sits between them
            and may change the target. Callers that have no redirection step (e.g. damage previews) should pass
            <see cref="F:MegaCrit.Sts2.Core.Hooks.HpLossHookPhase.All"/>.
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyHpLostBeforeOsty(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/> and <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyHpLostAfterOsty(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyMaxEnergy(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyMaxEnergy(MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyMerchantCardCreationResults(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.List{MegaCrit.Sts2.Core.Entities.Cards.CardCreationResult})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyMerchantCardCreationResults(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.List{MegaCrit.Sts2.Core.Entities.Cards.CardCreationResult})"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyMerchantCardPool(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyMerchantCardPool(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel})"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyMerchantCardRarity(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Entities.Cards.CardRarity)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyMerchantCardPool(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel})"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyMerchantPrice(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Entities.Merchant.MerchantEntry,System.Decimal)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyMerchantPrice(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Entities.Merchant.MerchantEntry,System.Decimal)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyNextEvent(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Models.EventModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyNextEvent(MegaCrit.Sts2.Core.Models.EventModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyOddsIncreaseForUnrolledRoomType(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Rooms.RoomType,System.Single)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyOddsIncreaseForUnrolledRoomType(MegaCrit.Sts2.Core.Rooms.RoomType,System.Single)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyOrbPassiveTriggerCount(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.OrbModel,System.Int32,System.Collections.Generic.List{MegaCrit.Sts2.Core.Models.AbstractModel}@)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyOrbPassiveTriggerCounts(MegaCrit.Sts2.Core.Models.OrbModel,System.Int32)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyOrbValue(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.OrbModel,System.Decimal)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyOrbValue(MegaCrit.Sts2.Core.Models.OrbModel,System.Decimal)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyPowerAmountGiven(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.PowerModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel}@)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyPowerAmountGivenAdditive(MegaCrit.Sts2.Core.Models.PowerModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/> and
            <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyPowerAmountGivenMultiplicative(MegaCrit.Sts2.Core.Models.PowerModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyPowerAmountReceived(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.PowerModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel}@)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyPowerAmountReceived(MegaCrit.Sts2.Core.Models.PowerModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal@)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyRestSiteHealAmount(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyRestSiteHealAmount(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyRestSiteOptions(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.ICollection{MegaCrit.Sts2.Core.Entities.RestSite.RestSiteOption})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyRestSiteOptions(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.ICollection{MegaCrit.Sts2.Core.Entities.RestSite.RestSiteOption})"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyRestSiteHealRewards(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.List{MegaCrit.Sts2.Core.Rewards.Reward},System.Boolean)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyRestSiteHealRewards(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.List{MegaCrit.Sts2.Core.Rewards.Reward},System.Boolean)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyRewards(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.List{MegaCrit.Sts2.Core.Rewards.Reward},MegaCrit.Sts2.Core.Rooms.AbstractRoom)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyRewards(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.List{MegaCrit.Sts2.Core.Rewards.Reward},MegaCrit.Sts2.Core.Rooms.AbstractRoom)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyShuffleOrder(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.List{MegaCrit.Sts2.Core.Models.CardModel},System.Boolean)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyShuffleOrder(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.List{MegaCrit.Sts2.Core.Models.CardModel},System.Boolean)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyStarCost(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.CardModel,System.Decimal)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyStarCost(MegaCrit.Sts2.Core.Models.CardModel,System.Decimal,System.Decimal@)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifySummonAmount(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal,MegaCrit.Sts2.Core.Models.AbstractModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifySummonAmount(MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal,MegaCrit.Sts2.Core.Models.AbstractModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyUnblockedDamageTarget(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
             <summary>
             See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyUnblockedDamageTarget(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/>.
            
             Dispatched directly, not through the IterateCombatHookListeners guard: it runs during damage
             resolution, which proceeds while combat is ending.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ModifyUnknownMapPointRoomTypes(MegaCrit.Sts2.Core.Runs.IRunState,System.Collections.Generic.IReadOnlySet{MegaCrit.Sts2.Core.Rooms.RoomType})">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyUnknownMapPointRoomTypes(System.Collections.Generic.IReadOnlySet{MegaCrit.Sts2.Core.Rooms.RoomType})"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldAddToDeck(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Models.AbstractModel@)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldAddToDeck(MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldAfflict(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Models.AfflictionModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldAfflict(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Models.AfflictionModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldAllowAncient(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Models.AncientEventModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldAllowAncient(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Models.AncientEventModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldAllowHitting(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldAllowHitting(MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldAllowMerchantCardRemoval(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldAllowMerchantCardRemoval(MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldAllowSelectingMoreCardRewards(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Rewards.CardReward)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldAllowSelectingMoreCardRewards(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Rewards.CardReward)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldAllowTargeting(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.AbstractModel@)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldAllowTargeting(MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldClearBlock(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.AbstractModel@)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldClearBlock(MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldCreatureBeRemovedFromCombatAfterDeath(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
             <summary>
             See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldCreatureBeRemovedFromCombatAfterDeath(MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/>.
            
             Dispatched directly, not through the IterateCombatHookListeners guard: it is a predicate that
             drives the decision of whether a creature is removed after death, so suppressing it while
             combat is ending would drop the votes it collects.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldDie(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.AbstractModel@)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldDie(MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldDisableRemainingRestSiteOptions(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldDisableRemainingRestSiteOptions(MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldDraw(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Players.Player,System.Boolean,MegaCrit.Sts2.Core.Models.AbstractModel@)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldDraw(MegaCrit.Sts2.Core.Entities.Players.Player,System.Boolean)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldEtherealTrigger(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldEtherealTrigger(MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldFlush(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldFlush(MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldGenerateTreasure(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldGenerateTreasure(MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldGainStars(MegaCrit.Sts2.Core.Combat.ICombatState,System.Decimal,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldGainStars(System.Decimal,MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldPayExcessEnergyCostWithStars(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldPayExcessEnergyCostWithStars(MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldPlay(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Models.AbstractModel@,MegaCrit.Sts2.Core.Entities.Cards.AutoPlayType)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldPlay(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.AutoPlayType)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldPlayerResetEnergy(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldPlayerResetEnergy(MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldProceedToNextMapPoint(MegaCrit.Sts2.Core.Runs.IRunState)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldProceedToNextMapPoint"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldProcurePotion(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.PotionModel,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldProcurePotion(MegaCrit.Sts2.Core.Models.PotionModel,MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldRefillMerchantEntry(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Merchant.MerchantEntry,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldRefillMerchantEntry(MegaCrit.Sts2.Core.Entities.Merchant.MerchantEntry,MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldStopCombatFromEnding(MegaCrit.Sts2.Core.Combat.ICombatState)">
             <summary>
             See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldStopCombatFromEnding"/>.
            
             Dispatched directly, not through the IterateCombatHookListeners guard: it is a predicate that
             drives the decision of whether combat ends, so suppressing it while combat is ending would
             drop the votes it collects.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldTakeExtraTurn(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldTakeExtraTurn(MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldForcePotionReward(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Rooms.RoomType)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldForcePotionReward(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Rooms.RoomType)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Hooks.Hook.ShouldAllowFreeTravel(MegaCrit.Sts2.Core.Runs.IRunState)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldAllowFreeTravel"/>.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Hooks.HpLossHookPhase">
            <summary>
            Represents which phase(s) of HP-loss-modification hooks should be run for a given HP loss.
            In CreatureCmd.Damage, the two phases bracket damage redirection (Osty), so they are invoked separately with
            potentially different targets. Callers that don't deal with redirection (like damage previews) can use
            <see cref="F:MegaCrit.Sts2.Core.Hooks.HpLossHookPhase.All"/> to apply both phases at once.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Hooks.HpLossHookPhase.BeforeOsty">
            <summary>
            Hooks that modify HP loss before damage is redirected from Necrobinder to Osty.
            Including this will cause <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyHpLostBeforeOsty(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/> and
            <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyHpLostBeforeOstyLate(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/> to be called.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Hooks.HpLossHookPhase.AfterOsty">
            <summary>
            Hooks that modify HP loss after damage is redirected from Necrobinder to Osty.
            Including this will cause <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyHpLostAfterOsty(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/> and
            <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyHpLostAfterOstyLate(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/> to be called.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Hooks.HpLossHookPhase.All">
            <summary>
            Include all HP-loss-modification hooks. Use when there is no redirection step between phases
            (e.g. damage previews).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Hooks.ModifyDamageHookType">
            <summary>
            Represents the type(s) of ModifyDamage hooks that should be run for a given instance of damage.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Hooks.ModifyDamageHookType.Additive">
            <summary>
            Additive damage hooks from effects like <see cref="T:MegaCrit.Sts2.Core.Models.Powers.StrengthPower"/>.
            Including this will cause <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyDamageAdditive(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/> and
            <see cref="M:MegaCrit.Sts2.Core.Models.EnchantmentModel.EnchantDamageAdditive(System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp)"/> to be called.
            At the time of this writing (5/15/2026), we never use this type alone.
            If that changes, please update this comment.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Hooks.ModifyDamageHookType.Multiplicative">
            <summary>
            Multiplicative damage hooks from effects like <see cref="T:MegaCrit.Sts2.Core.Models.Powers.VulnerablePower"/>.
            Including this will cause <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyDamageMultiplicative(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/> and
            <see cref="M:MegaCrit.Sts2.Core.Models.EnchantmentModel.EnchantDamageMultiplicative(System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp)"/> to be called.
            At the time of this writing (5/15/2026), we never use this type alone.
            If that changes, please update this comment.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Hooks.ModifyDamageHookType.Cap">
            <summary>
            Damage-capping hooks from effects like <see cref="T:MegaCrit.Sts2.Core.Models.Powers.IntangiblePower"/>.
            Including this will cause <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyDamageCap(MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/> to be called.
            At the time of this writing (5/15/2026), we never use this type alone.
            If that changes, please update this comment.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Hooks.ModifyDamageHookType.All">
            <summary>
            Include all ModifyDamage hooks.
            Most back-end ModifyDamage hook calls will use this.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.HoverTips.HoverTip.ShouldOverrideTextOverflow">
            <summary>
            Defines whether or now we want to word wrap the description text on the hover tip node
            or if we want the text to stretch the HoverTip horizontally. This is useful for situations
            like our map point entry hover tips in the run history screen, that can be pretty long.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.HoverTips.HoverTip.#ctor(MegaCrit.Sts2.Core.Models.PowerModel,System.String,System.Boolean)">
            <summary>
            Create a HoverTip from a PowerModel.
            </summary>
            <param name="power">Power to create the HoverTip for.</param>
            <param name="description">string to use in the description field.</param>
            <param name="isSmart">
                Whether or not the power description is "smart".
                For example, when the Strength HoverTip is displayed on the Body Slam card, it should be "dumb" because it's
                just referring to the concept of Strength, rather than a specific amount.
                On the flip side, when the Strength HoverTip is displayed when hovering over a creature with 3 Strength, it
                should be "smart" because it's referring to an instance of 3 Strength.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.HoverTips.HoverTip.GetHoverTipAlignment(Godot.Node2D,System.Single)">
            <summary>
            We prefer to align HoverTips to be on the right-hand side of the hovered element. However, if we can't fit the HoverTip we left align.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.HoverTips.HoverTipFactory.FromPowerWithPowerHoverTips``1(System.Nullable{System.Int32})">
            <summary>
            Generate a HoverTip-sized preview of the specified power along with the power's hovertips.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.HoverTips.HoverTipFactory.FromCardWithCardHoverTips``1(System.Boolean)">
            <summary>
            Generate a HoverTip-sized preview of the specified card along with the card's hovertips.
            </summary>
            <typeparam name="T">CardModel subclass</typeparam>
            <returns>HoverTip card preview</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.HoverTips.HoverTipFactory.FromCard``1(System.Boolean)">
            <summary>
            Generate a HoverTip-sized preview of the specified card.
            </summary>
            <param name="upgrade">Whether the card should appear upgraded.</param>
            <typeparam name="T">CardModel subclass</typeparam>
            <returns>HoverTip card preview</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.HoverTips.HoverTipFactory.FromCard(MegaCrit.Sts2.Core.Models.CardModel,System.Boolean)">
            <summary>
            Generate a HoverTip-sized preview of the specified card.
            Note: You should usually use the generic version of this method. Only use this version if you need to modify
            the base version of the card (like to show an upgrade or something).
            </summary>
            <param name="card">CardModel to preview</param>
            <param name="upgrade">Whether the card should appear upgraded.</param>
            <returns>HoverTip card preview</returns>
        </member>
        <member name="P:MegaCrit.Sts2.Core.HoverTips.IHoverTip.CanonicalModel">
            <summary>
            The canonical model that this HoverTip is for.
            Null for HoverTips that are unrelated to a model (static, card keyword, etc.).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.HoverTips.HoverTipExtensions.MegaTryAddingTip(System.Collections.Generic.ICollection{MegaCrit.Sts2.Core.HoverTips.IHoverTip},MegaCrit.Sts2.Core.HoverTips.IHoverTip)">
            <summary>
            Tries to add the tip to the list if the list doesn't already contain a tip of the same type that is equal or
            smarter than it.
            </summary>
            <param name="tips">List we are trying to add to.</param>
            <param name="tip">Tip we are trying to add.</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.HoverTips.StaticHoverTip">
            <summary>
            HoverTip tags that don't correspond to a model (i.e. powers/relics)
            See <see cref="M:MegaCrit.Sts2.Core.HoverTips.HoverTipFactory.Static(MegaCrit.Sts2.Core.HoverTips.StaticHoverTip,MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVar[])"/> for example usage.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Leaderboard.ILeaderboardHandle">
            <summary>
            A reference to a platform-specific leaderboard.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Leaderboard.ILeaderboardStrategy">
            <summary>
            Interface for platform leaderboard implementations.
            Note: This is currently modeled after Steam's leaderboard API. As we add other platforms, I expect the interface to
            change heavily or need refactoring.
            For documentation on individual methods, look at LeaderboardManager, which replicates these methods exactly.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Leaderboard.LeaderboardEntry">
            <summary>
            Abstracted leaderboard entry returned by querying the leaderboard API.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Leaderboard.LeaderboardEntry.rank">
            <summary>
            Rank on the leaderboard reported from the API.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Leaderboard.LeaderboardEntry.name">
            <summary>
            Name of the user who submitted the entry.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Leaderboard.LeaderboardEntry.id">
            <summary>
            ID of the user who submitted the entry.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Leaderboard.LeaderboardEntry.score">
            <summary>
            The score of the submission.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Leaderboard.LeaderboardEntry.userIds">
            <summary>
            Other player IDs present in the run when this score was submitted.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Leaderboard.LeaderboardManager">
            <summary>
            Facade for platform-specific leaderboard operations. Currently only Steam is supported in production;
            NullLeaderboardStrategy is used for dev/offline. The current implementation uses a sentinel score hack for
            multiplayer dailies (see ScoreUtility.clientScore) which is Steam-specific and will need revisiting when
            integrating other platforms' leaderboard APIs.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Leaderboard.LeaderboardManager.Initialize">
            <summary>
            This should be called after all platform initialization is completed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Leaderboard.LeaderboardManager.GetOrCreateLeaderboard(System.String,System.Threading.CancellationToken)">
            <summary>
            Obtains the leaderboard with the specified name. If it doesn't exist, it is created first.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Leaderboard.LeaderboardManager.GetLeaderboard(System.String,System.Threading.CancellationToken)">
            <summary>
            Obtains the leaderboard with the specified name. If it doesn't exist, null is returned.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Leaderboard.LeaderboardManager.UploadLocalScore(MegaCrit.Sts2.Core.Leaderboard.ILeaderboardHandle,System.Int32,System.Collections.Generic.IReadOnlyList{System.UInt64})">
            <summary>
            Uploads a score associated with the local player.
            </summary>
            <param name="handle">The leaderboard to upload to, obtained from GetLeaderboard.</param>
            <param name="score">The score to upload.</param>
            <param name="userIds">User IDs to associate with the score. These will be returned with the leaderboard entry in
            future queries, but note that you can only query for the score based on the submitting player.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Leaderboard.LeaderboardManager.QueryLeaderboard(MegaCrit.Sts2.Core.Leaderboard.ILeaderboardHandle,MegaCrit.Sts2.Core.Leaderboard.LeaderboardQueryType,System.Int32,System.Int32,System.Threading.CancellationToken)">
            <summary>
            Queries the given leaderboard.
            </summary>
            <param name="handle">The leaderboard to query, obtained from GetLeaderboard.</param>
            <param name="type">The type of query.</param>
            <param name="startIndex">The index at which to start the query.</param>
            <param name="resultCount">The amount of results from the start index to return.</param>
            <param name="cancelToken">The token to use when requesting cancellation.</param>
            <returns>A task which will result in the entries queried.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Leaderboard.LeaderboardManager.QueryLeaderboardForUsers(MegaCrit.Sts2.Core.Leaderboard.ILeaderboardHandle,System.Collections.Generic.IReadOnlyList{System.UInt64},System.Threading.CancellationToken)">
            <summary>
            Queries the given leaderboard, only returning entries for the passed users (if they exist).
            </summary>
            <param name="handle">The leaderboard to query, obtained from GetLeaderboard.</param>
            <param name="userIds">List of platform identifiers to query the leaderboard for.</param>
            <param name="cancelToken">The token to use when requesting cancellation.</param>
            <returns>A task which will result in the entries queried.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Leaderboard.LeaderboardManager.GetLeaderboardEntryCount(MegaCrit.Sts2.Core.Leaderboard.ILeaderboardHandle)">
            <summary>
            Obtains the number of entries in the given leaderboard.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Leaderboard.LeaderboardManager.DebugAddEntry(MegaCrit.Sts2.Core.Leaderboard.ILeaderboardHandle,MegaCrit.Sts2.Core.Leaderboard.LeaderboardEntry)">
            <summary>
            A method used in debugging. This will throw if the leaderboard is pointing to an actual backend.
            Rank is ignored. Score will be used to sort the entries.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Leaderboard.LeaderboardQueryType.Global">
            <summary>
            Query globally. Indexes control the range of the query.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Leaderboard.LeaderboardQueryType.AroundUser">
            <summary>
            Query around the current user. Indexes are relative to the user.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Leaderboard.LeaderboardQueryType.FriendsOnly">
            <summary>
            Query the user's friends. Indexes are ignored.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculatedBlockVar.#ctor(MegaCrit.Sts2.Core.ValueProps.ValueProp)">
            <summary>
            Create a new <see cref="T:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculatedBlockVar"/>.
            This will only work if the owner is a <see cref="T:MegaCrit.Sts2.Core.Models.CardModel"/> whose <see cref="T:MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVarSet"/> also has a
            <see cref="T:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculationBaseVar"/> and a <see cref="T:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculationExtraVar"/>.
            Note: For cards whose values are entirely dynamic and have no base value (like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Mirage"/>), you
            should use a <see cref="T:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculationBaseVar"/> of 0 and a <see cref="T:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculationExtraVar"/> of 1.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculatedDamageVar.#ctor(MegaCrit.Sts2.Core.ValueProps.ValueProp)">
            <summary>
            Create a new <see cref="T:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculatedDamageVar"/>.
            This will only work if the owner is a <see cref="T:MegaCrit.Sts2.Core.Models.CardModel"/> whose <see cref="T:MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVarSet"/> also has a
            <see cref="T:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculationBaseVar"/> and a <see cref="T:MegaCrit.Sts2.Core.Localization.DynamicVars.ExtraDamageVar"/>.
            Note: For cards whose values are entirely dynamic and have no base value (like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.BodySlam"/>), you
            should use a <see cref="T:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculationBaseVar"/> of 0 and a <see cref="T:MegaCrit.Sts2.Core.Localization.DynamicVars.ExtraDamageVar"/> of 1.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculatedDamageVar.FromOsty">
            <summary>
            Set this damage to come from Osty.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculatedVar">
            <summary>
            A special type of DynamicVar that is used for cards that include a calculation in their base behavior.
            For example, <see cref="T:MegaCrit.Sts2.Core.Models.Cards.PerfectedStrike"/> uses a subclass of this (<see cref="T:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculatedDamageVar"/>) for its
            6 base damage + 2 extra damage for each Strike.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculatedVar.WithMultiplier(System.Func{MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal})">
            <summary>
            Set the function that will be used for the multiplier value of this var.
            This will be multiplied by the <see cref="M:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculatedVar.GetExtraVar"/> value.
            This is the "dynamic" part of the calculation, and will often be based on something in the CombatState.
            </summary>
            <example>
            <see cref="T:MegaCrit.Sts2.Core.Models.Cards.PerfectedStrike"/> says:
            "Deal 6 damage, plus 2 additional damage for ALL your cards containing "Strike"."
            In this case, the extra multiplier is the number of cards containing "Strike".
            </example>
            <param name="multiplierCalc">
            Function that will be used to calculate the extra multiplier value.
            Argument 1 is the card instance that this calculation is occurring on.
            Argument 2 is the creature that is being targeted for this calculation (null when there is no target).
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculatedVar.Calculate(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Calculate this var's value based on the specified target.
            Effects that target multiple creatures (or no creatures) should pass null for the target.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculatedVar.RecalculateForUpgradeOrEnchant">
            <summary>
            Re-run the calculations to determine if any of the dependent values have been upgraded or enchanted.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculatedVar.GetBaseVar">
            <summary>
            Get the DynamicVar that should be used for this calculation's base value.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculatedVar.GetExtraVar">
            <summary>
            Get the DynamicVar that should be used for this calculation's extra value.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculationBaseVar">
            <summary>
            A special version of <see cref="T:MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVar"/> that is used to represent base value in a calculated value card.
            For example, <see cref="T:MegaCrit.Sts2.Core.Models.Cards.PerfectedStrike"/> uses this for its 6 base damage.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Localization.DynamicVars.CalculationExtraVar">
            <summary>
            A special version of <see cref="T:MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVar"/> that is used to represent extra value in a calculated value card.
            For example, <see cref="T:MegaCrit.Sts2.Core.Models.Cards.PerfectedStrike"/> uses this for its 2 extra damage done for each Strike.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVar._owner">
            <summary>
            The model that "owns" this DynamicVar.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVar.BaseValue">
            <summary>
            The base value of this DynamicVar.
            This represents the actual value of the variable before any updates from external sources.
            This is the value that should be used when performing calculations that will modify the game's state.
            Other values (like PreviewValue) are for display only, to inform the player about what the value will be after
            external modifications.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVar.EnchantedValue">
             <summary>
             The value of this DynamicVar after being modified by a <see cref="T:MegaCrit.Sts2.Core.Models.EnchantmentModel"/>, but before any other
             hooks have been run.
             The vast majority of the time, this will be the same as BaseValue.
             Only CardModels with enchantments will have a different EnchantedValue than BaseValue (and even then, only for
             enchantments that modify the variable in question).
             This exists because, in the eyes of the player, a card's enchantment is a "part of the card", so we need to be
             able to display the enchanted value without coloring it like it's being buffed by an effect.
            
             NOTE: If we ever add another effect that needs to be displayed as "part of the card", we should rename this to
             be more generic.
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVar.PreviewValue">
            <summary>
            The value that should be displayed to the player when viewing something that uses this DynamicVar.
            This will often be the same as BaseValue, but it is modified in places like
            <see cref="M:MegaCrit.Sts2.Core.Models.CardModel.UpdateDynamicVarPreview(MegaCrit.Sts2.Core.Entities.Cards.CardPreviewMode,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVarSet)"/> to show the player the final value after all modifications.
            Do NOT use this value for performing calculations that will modify the game's state. It's for display only.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVar.WasJustUpgraded">
            <summary>
            Was this DynamicVar just recently upgraded?
            This is mainly used to show upgrade preview values in green.
            This should be cleared after the upgrade is complete.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVar.ResetToBase">
            <summary>
            Reset all values to the base value.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVar.SetOwner(MegaCrit.Sts2.Core.Models.AbstractModel)">
            <summary>
            Set the model that "owns" this DynamicVar.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVar.UpdateCardPreview(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.CardPreviewMode,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Boolean)">
            <summary>
            Update this var's preview value based on hooks (i.e. damage, block, and powers).
            This is so powers and relic modifications to these values can be reflected in card descriptions.
            This should only be called on DynamicVars owned by CardModels.
            </summary>
            <param name="card">
            Card that this var is being displayed on. Usually matches <see cref="F:MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVar._owner"/>, but for DynamicVars on
            enchantments, this is the card that the enchantment is on.
            </param>
            <param name="previewMode">The mode that this preview is being shown in.</param>
            <param name="target">Creature who this card is targeting. Null if there is no target</param>
            <param name="runGlobalHooks">
            Whether the global hooks (defined in <see cref="T:MegaCrit.Sts2.Core.Hooks.Hook"/>) should be run.
            If false, only <see cref="T:MegaCrit.Sts2.Core.Models.EnchantmentModel"/> hooks will be run.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVar.UpgradeValueBy(System.Decimal)">
            <summary>
            Increase the base value by the specified amount, and mark it as recently upgraded.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVar.FinalizeUpgrade">
            <summary>
            "Finalize" a recent upgrade, so it is no longer considered recently upgraded.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVar.ToHighlightedString(System.Boolean)">
            <summary>
            Get a highlighted version of this variable's preview value.
            Normally, if the preview value is higher than the base value, color it green. If lower, red. If equal, default.
            Sometimes, we do the inverse (green for lower, red for higher), for cases where a lower value is good.
            </summary>
            <param name="inverse">Whether or not to flip the highlight logic.</param>
            <returns>Highlighted preview value.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVarSet.InitializeWithOwner(MegaCrit.Sts2.Core.Models.AbstractModel)">
            <summary>
            Initialize this DynamicVarSet with a model that "owns" the vars.
            This must be called in a separate method, because some DynamicVars are dependent on the model's DynamicVarSet,
            so we can't call this until the model's DynamicVarSet property has been set.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVarSet.RecalculateForUpgradeOrEnchant">
            <summary>
            Recalculate all calculated vars to determine if any of the dependent values have been upgraded or enchanted.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Localization.DynamicVars.ExtraDamageVar">
            <summary>
            A special version of <see cref="T:MegaCrit.Sts2.Core.Localization.DynamicVars.DamageVar"/> that is used to represent extra damage done by a calculated damage card.
            For example, <see cref="T:MegaCrit.Sts2.Core.Models.Cards.PerfectedStrike"/> uses this for its 2 extra damage done for each Strike.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.DynamicVars.ExtraDamageVar.FromOsty">
            <summary>
            Set this damage to come from Osty.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Localization.DynamicVars.OstyDamageVar">
            <summary>
            DamageVar variant used exclusively by Osty. Utilizes buffs, debuffs on Osty like Strength and Weak
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.Fonts.FontControlUtils.ApplyLocaleFontSubstitution(Godot.Control,MegaCrit.Sts2.Core.Localization.Fonts.FontType,Godot.StringName)">
            <summary>
            Applies locale-specific font substitution if the current language requires it.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Localization.Fonts.FontManager">
            <summary>
            Manages locale-specific font substitution for languages that require different fonts
            (e.g., CJK languages that need fonts with appropriate glyph coverage).
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Localization.Fonts.FontManager._languageFontPathSets">
            <summary>
            Languages that require font substitution.
            Key is language code, value is the set of font paths for that language.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Localization.Fonts.FontManager._localeFonts">
            <summary>
            Cached font resources, keyed by language code then font type.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.Fonts.FontManager.NeedsFontSubstitution(System.String)">
            <summary>
            Returns true if the given language requires font substitution.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.Fonts.FontManager.GetSubstituteFont(System.String,MegaCrit.Sts2.Core.Localization.Fonts.FontType)">
            <summary>
            Gets the substitute font for the given type based on the current locale.
            Returns null if no substitution is needed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.Fonts.FontManager.GetFontForLanguage(System.String,MegaCrit.Sts2.Core.Localization.Fonts.FontType)">
            <summary>
            Gets the font for the specified language and type, loading and caching if necessary.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Localization.Fonts.FontPathSet">
            <summary>
            A set of paths that can be used for substitution for a given language.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.Fonts.FontPathSet.GetPath(MegaCrit.Sts2.Core.Localization.Fonts.FontType)">
            <summary>
            Get the path for a given font type.
            </summary>
            <param name="type">What type of font to get the path for (Regular, Bold, etc.)</param>
            <returns>The path to the font, or null if not found.</returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Localization.Fonts.FontType">
            <summary>
            Font types that can be substituted based on locale.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Localization.Formatters.LocaleNumberFormatter">
            <summary>
            Formats numeric types with locale-aware thousand separators (N0) by default.
            Named formatters (diff, energyIcons, etc.) take priority over this auto-detect formatter.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Localization.LocManagerSerializerContext.DictionaryStringInt32">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Localization.LocManagerSerializerContext.DictionaryStringString">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Localization.LocManagerSerializerContext.Int32">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Localization.LocManagerSerializerContext.String">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Localization.LocManagerSerializerContext.Default">
            <summary>
            The default <see cref="T:System.Text.Json.Serialization.JsonSerializerContext"/> associated with a default <see cref="T:System.Text.Json.JsonSerializerOptions"/> instance.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Localization.LocManagerSerializerContext.GeneratedSerializerOptions">
            <summary>
            The source-generated options associated with this context.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocManagerSerializerContext.#ctor">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocManagerSerializerContext.#ctor(System.Text.Json.JsonSerializerOptions)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocManagerSerializerContext.GetTypeInfo(System.Type)">
            <inheritdoc/>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Localization.LocManager._weblateProjectSlug">
            <summary>
            Weblate project slug used in nested export structure.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Localization.LocManager._weblateToGameLanguage">
            <summary>
            Maps Weblate language codes to game's 3-letter language codes.
            Keep in sync with ci/scripts/weblate.py LANGUAGES dictionary.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Localization.LocManager._gameToWeblateLanguage">
            <summary>
            Maps game's 3-letter language codes to Weblate language codes.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Localization.LocManager._languageKeyCount">
            <summary>
            Dictionary counting the number of keys in each language set.
            We don't want to calculate this dynamically, as it would involve loading a large number of JSON tables, so this
            is loaded from a pre-computed JSON file. Re-generate it with the script 'localization/gen_completion.py'.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Localization.LocManager.locOverrideDir">
             <summary>
             User-accessible directory for localization overrides.
             Translators can place modified JSON files here to test their translations without rebuilding the game.
             Path resolves to: %AppData%/SlayTheSpire2/localization_override/ on Windows.
            
             Override files are validated for SmartFormat syntax errors during load.
             Invalid entries are logged to console and skipped (game uses base localization as fallback).
             Check console output or game logs for validation errors.
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Localization.LocManager.OverridesActive">
            <summary>
            Indicates whether any localization override files were loaded from the user override directory.
            Useful for debugging and UI indicators.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Localization.LocManager.ValidationErrors">
            <summary>
            List of validation errors found in localization override files.
            Populated during LoadTablesFromPath() when override files contain JSON parsing errors or invalid SmartFormat syntax.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocManager.Initialize">
            <summary>
            Initialize the singleton LocManager.
            This is favored over a static constructor so that we can precisely control the initialization time relative to
            other steps (mods must be initialized before this).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocManager.CultureInfoFromThreeLetterCode(System.String)">
            <summary>
            Converts our three-letter code to a CultureInfo.
            Most of our language codes are ISO 639-2 language codes, but not all of them.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocManager.LoadLocFormatters">
            <summary>
            This is where we explicitly load the localization formatters we need and only the ones we need.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocManager.ConvertToW(System.String)">
            <summary>
            Converts text to W/w characters for localization debugging while preserving
            template expressions {like:this} and BBCode [tags].
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocManager.SetLanguage(System.String)">
            <summary>
            Updates what language is being used for translation.
            Note that, since this is called temporarily sometimes, that it does not update the settings save file.
            </summary>
            <param name="language">The three-letter code of the language to load. These are based on ISO 639-2, but are not
            all actual 639-2 codes because they don't map exactly to what we need.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocManager.StartOverridingLanguageAsEnglish">
            <summary>
            Overrides the current language with english.
            When we upload metrics, we always want to use the english locale. Importantly, we also don't allow overriding of
            any sort in this mode (no localization override).
            This method also caches the english tables so that we don't have to re-load them the next time we do this.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocManager.TryLoadOverrideFile(System.String,MegaCrit.Sts2.Core.Localization.LocTable,System.Collections.Generic.List{MegaCrit.Sts2.Core.Localization.LocValidationError})">
            <summary>
            Tries to load and validate an override file, merging valid entries into the LocTable.
            </summary>
            <param name="overrideFilePath">Absolute path to the override JSON file.</param>
            <param name="locTable">The LocTable to merge validated entries into.</param>
            <param name="validationErrors">List to append any validation errors to.</param>
            <returns>True if the file was found and at least partially loaded, false if not found.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocManager.TryLoadWeblateNestedOverrides(System.String,System.String,System.String,MegaCrit.Sts2.Core.Localization.LocTable,System.Collections.Generic.List{MegaCrit.Sts2.Core.Localization.LocValidationError})">
            <summary>
            Tries to load overrides from Weblate's nested export structure.
            Weblate exports as: {overrideDir}/{project}/{component}/{weblateCode}/{filename}
            Example: localization_override/slaythespire2/cards/de/cards.json
            </summary>
            <param name="globalizedOverrideDir">The globalized path to the override directory.</param>
            <param name="language">The game's 3-letter language code (e.g., "deu").</param>
            <param name="filename">The localization filename (e.g., "cards.json").</param>
            <param name="locTable">The LocTable to merge validated entries into.</param>
            <param name="validationErrors">List to append any validation errors to.</param>
            <returns>True if a nested override was found and loaded, false otherwise.</returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Localization.LocString">
            <summary>
            A Localized String, uses:
            https://github.com/axuno/SmartFormat
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocString.#ctor(System.String,System.String)">
            <summary>
            A Localized String, uses:
            https://github.com/axuno/SmartFormat
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocString.GetFormattedText">
            <summary>
            Returns a formatted string, ie:
            "Deal 6 damage."
            rather than:
            "Deal {Damage:diff()} damage."
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocString.GetRawText">
            <summary>
            Returns the raw text in the JSON file, ie:
            "Deal {Damage:diff()} damage."
            rather than:
            "Deal 6 damage."
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocString.GetRandomWithPrefix(System.String,System.String,MegaCrit.Sts2.Core.Random.Rng)">
             <summary>
             Helper function to grab a random LocString with a given key prefix.
            
             Example:
             If there are multiple entries of MAP_POINT_HISTORY.abandon in run_history.json and you want to get a random
             LocString:
            
             The JSON would be constructed like:
             "MAP_POINT_HISTORY.abandon.0": "{character} had simply given up.",
             "MAP_POINT_HISTORY.abandon.1": "{character} was tired...",
             "MAP_POINT_HISTORY.abandon.2": "{character} abandoned {pronounPossessive} destiny.",
            
             You can grab a random entry via:
             LocString abandonMessage = LocString.GetRandomKey("run_history", "MAP_POINT_HISTORY.abandon");
             </summary>
             <param name="table">Name of the table to pull the keys from.</param>
             <param name="keyPrefix">Prefix for the keys we want.</param>
             <param name="rng">Optional rng. Chaotic will be used if not specified.</param>
             <returns>Random LocString with the specified key prefix.</returns>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Localization.SerializableDynamicVarDictionarySerializerContext.Boolean">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Localization.SerializableDynamicVarDictionarySerializerContext.Decimal">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Localization.SerializableDynamicVarDictionarySerializerContext.DynamicVarType">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Localization.SerializableDynamicVarDictionarySerializerContext.SerializableDynamicVar">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Localization.SerializableDynamicVarDictionarySerializerContext.DictionaryStringSerializableDynamicVar">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Localization.SerializableDynamicVarDictionarySerializerContext.String">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Localization.SerializableDynamicVarDictionarySerializerContext.Default">
            <summary>
            The default <see cref="T:System.Text.Json.Serialization.JsonSerializerContext"/> associated with a default <see cref="T:System.Text.Json.JsonSerializerOptions"/> instance.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Localization.SerializableDynamicVarDictionarySerializerContext.GeneratedSerializerOptions">
            <summary>
            The source-generated options associated with this context.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.SerializableDynamicVarDictionarySerializerContext.#ctor">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.SerializableDynamicVarDictionarySerializerContext.#ctor(System.Text.Json.JsonSerializerOptions)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.SerializableDynamicVarDictionarySerializerContext.GetTypeInfo(System.Type)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Localization.LocStringVariablesJsonConverter">
            <summary>
            Serializes the variables of a LocString to JSON.
            Not all DynamicVar types are supported, so use with caution.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Localization.LocTextLabel.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Localization.LocTextLabel.MethodName.UpdateLocalization">
            <summary>
            Cached name for the 'UpdateLocalization' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Localization.LocTextLabel.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocTextLabel.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocTextLabel.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocTextLabel.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Localization.LocTextLabel.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Localization.LocTextLabel.PropertyName.LocalizationTable">
            <summary>
            Cached name for the 'LocalizationTable' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Localization.LocTextLabel.PropertyName.LocalizationKey">
            <summary>
            Cached name for the 'LocalizationKey' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Localization.LocTextLabel.PropertyName._localizationTable">
            <summary>
            Cached name for the '_localizationTable' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Localization.LocTextLabel.PropertyName._localizationKey">
            <summary>
            Cached name for the '_localizationKey' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocTextLabel.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocTextLabel.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocTextLabel.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocTextLabel.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocTextLabel.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Localization.LocTextLabel.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Localization.LocValidationError">
            <summary>
            Represents a validation error found in a localization override file.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocValidationError.#ctor(System.String,System.String,System.String)">
            <summary>
            Represents a validation error found in a localization override file.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Localization.LocValidator">
            <summary>
            Validates SmartFormat syntax in localization strings.
            Used to catch format string errors early during override file loading.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Localization.LocValidator.ValidateFormatString(System.String,System.String@)">
            <summary>
            Validates a SmartFormat format string for syntax errors.
            </summary>
            <param name="text">The format string to validate</param>
            <param name="errorMessage">The error message if validation fails, or null if valid</param>
            <returns>True if the format string is syntactically valid, false otherwise</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Logging.Log.Load(System.String,System.Int32)">
            <summary>
            Prints to stdout. It should be used when loading operations are happening.
            </summary>
            <param name="text"></param>
            <param name="skipFrames"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Logging.Log.Debug(System.String,System.Int32)">
            <summary>
            Prints to stdout. Debug information which is useful for debugging. It should be used for verbose text.
            </summary>
            <param name="text"></param>
            <param name="skipFrames"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Logging.Log.VeryDebug(System.String,System.Int32)">
            <summary>
            Prints to stdout. Debug information which is useful for debugging. It should be used for verbose text.
            </summary>
            <param name="text"></param>
            <param name="skipFrames"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Logging.Log.Info(System.String,System.Int32)">
            <summary>
            Prints to stdout. It should be used for general information which is useful for debugging.
            </summary>
            <param name="text"></param>
            <param name="skipFrames"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Logging.Log.Warn(System.String,System.Int32)">
            <summary>
            Prints to stderr without a stacktrace. It should be used for non-critical issues which we should be aware of
            or could indicate an issue.
            </summary>
            <param name="text"></param>
            <param name="skipFrames"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Logging.Log.Error(System.String,System.Int32)">
            <summary>
            Prints a stacktrace to stderr. It should be used for critical issue which should also not block
            the continuation of the game.
            </summary>
            <param name="text"></param>
            <param name="skipFrames"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Logging.Logger.Load(System.String,System.Int32)">
            <summary>
            Prints to stdout. It should be used when loading operations are happening.
            </summary>
            <param name="text"></param>
            <param name="skipFrames"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Logging.Logger.Debug(System.String,System.Int32)">
            <summary>
            Prints to stdout. Debug information which is useful for debugging. It should be used for verbose text.
            </summary>
            <param name="text"></param>
            <param name="skipFrames"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Logging.Logger.VeryDebug(System.String,System.Int32)">
            <summary>
            Prints to stdout. Debug information which is useful for debugging. It should be used for verbose text.
            </summary>
            <param name="text"></param>
            <param name="skipFrames"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Logging.Logger.Info(System.String,System.Int32)">
            <summary>
            Prints to stdout. It should be used for general information which is useful for debugging.
            </summary>
            <param name="text"></param>
            <param name="skipFrames"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Logging.Logger.Warn(System.String,System.Int32)">
            <summary>
            Prints to stderr without a stacktrace. It should be used for non-critical issues which we should be aware of
            or could indicate an issue.
            </summary>
            <param name="text"></param>
            <param name="skipFrames"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Logging.Logger.Error(System.String,System.Int32)">
            <summary>
            Prints a stacktrace to stderr. It should be used for critical issue which should also not block
            the continuation of the game.
            </summary>
            <param name="text"></param>
            <param name="skipFrames"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Logging.LogSanitizer.SteamIdRegex">
            <remarks>
            Pattern:<br/>
            <code>\\b76561\\d{12}\\b</code><br/>
            Explanation:<br/>
            <code>
            ○ Match if at a word boundary.<br/>
            ○ Match the string "76561".<br/>
            ○ Match a Unicode digit exactly 12 times.<br/>
            ○ Match if at a word boundary.<br/>
            </code>
            </remarks>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Map.ActMap">
            <summary>
            Handles the creation of map points for a map.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Map.ActMap.SecondBossMapPoint">
            <summary>
            The second boss map point for Double Boss mode (Ascension 10+).
            Null if not in double boss mode.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Map.MapCoord">
            <summary>
            A simple struct representing the row and column that a given map point is on in the map.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Map.MapPathPruning">
            <summary>
            Detects and removes duplicate path segments from act maps.
            Both StandardActMap and SpoilsActMap use this after point type assignment
            to eliminate redundant paths that share the same sequence of point types.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Map.MapPathPruning.PruneAndRepair(MegaCrit.Sts2.Core.Map.MapPoint[0:,0:],System.Collections.Generic.HashSet{MegaCrit.Sts2.Core.Map.MapPoint},MegaCrit.Sts2.Core.Map.ActMap,MegaCrit.Sts2.Core.Map.MapPointTypeCounts,MegaCrit.Sts2.Core.Random.Rng,System.Func{MegaCrit.Sts2.Core.Map.MapPointType,MegaCrit.Sts2.Core.Map.MapPoint,System.Boolean})">
            <summary>
            Prunes duplicate segments, then repairs any point types that fell below their target
            count. Since repair can create new duplicates, loops until stable (up to 3 iterations).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Map.MapPathPruning.RepairPrunedPointTypes(MegaCrit.Sts2.Core.Map.ActMap,MegaCrit.Sts2.Core.Map.MapPointTypeCounts,MegaCrit.Sts2.Core.Random.Rng,System.Func{MegaCrit.Sts2.Core.Map.MapPointType,MegaCrit.Sts2.Core.Map.MapPoint,System.Boolean})">
            <summary>
            After pruning removes nodes, some point types may fall below their target count.
            This repairs the map by replacing monsters with the missing types.
            </summary>
            <param name="map">The map to repair.</param>
            <param name="pointTypeCounts">Target counts for each point type.</param>
            <param name="rng">Random number generator used for replacement selection.</param>
            <param name="isValidPointType">Validates whether a type can be placed at a given point.</param>
            <returns>true if any repairs were made (indicating re-pruning may be needed)</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Map.MapPathPruning.PruneDuplicateSegments(MegaCrit.Sts2.Core.Map.MapPoint[0:,0:],System.Collections.Generic.HashSet{MegaCrit.Sts2.Core.Map.MapPoint},MegaCrit.Sts2.Core.Map.MapPoint,MegaCrit.Sts2.Core.Random.Rng)">
            <summary>
            Runs the full prune loop (up to 50 iterations) to remove duplicate segments.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Map.MapPoint.CanBeModified">
            <summary>
            Is used to let Models that modify a map after it is generated to ensure that we don't modify this point.
            Is set by the ActMap if false (ie StandardActMap.AssignPointTypes).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Map.MapPointType">
            <summary>
            Represents a type of point that can appear on the map. This is subtly different from RoomType.
            Please see <see cref="T:MegaCrit.Sts2.Core.Rooms.RoomType"/> for more details.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Map.MapPointTypeCounts.ShouldIgnoreMapPointRulesForMapPointType(MegaCrit.Sts2.Core.Map.MapPointType)">
            <summary>
            Whether the map generation MapPointType assignment ignores the rules or follows the rules.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Map.MapPostProcessing">
            <summary>
            These helper methods make the map more clean looking and less cluttered together which should help with some of the
            complaints. Some might look like there's a lot of looping, but I profiled them and all these public static methods
            run together take 0 ms on my computer.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Map.MapPostProcessing.CenterGrid(MegaCrit.Sts2.Core.Map.MapPoint[0:,0:])">
            <summary>
            Creates a copy of the given grid that is “centered” by shifting
            all the nodes left or right if two of the leftmost or rightmost columns are empty.
            The MapPoint objects are not modified; they are simply placed into different cells.
            </summary>
            <param name="grid">The original grid to be centered.</param>
            <returns>A grid (modified in place) with nodes moved to center the map.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Map.MapPostProcessing.StraightenPaths(MegaCrit.Sts2.Core.Map.MapPoint[0:,0:])">
            <summary>
            This method straightens out the path if there's a single line
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Map.MapPostProcessing.IsColumnEmpty(MegaCrit.Sts2.Core.Map.MapPoint[0:,0:],System.Int32)">
            <summary>
            Returns true if every cell in the given column is null.
            </summary>
            <param name="grid">The grid to check.</param>
            <param name="col">The column index.</param>
            <returns>True if the column is empty; otherwise, false.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Map.MapPostProcessing.GetNeighborAllowedPositions(System.Int32,System.Int32)">
            <summary>
            Returns a set of column indices allowed for a neighbor at the specified column.
            Allowed positions are the same column, one column to the left, and one column to the right.
            </summary>
            <param name="column">The reference column.</param>
            <param name="totalColumns">Total number of columns in the grid.</param>
            <returns>A set of allowed column indices.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Map.MapPostProcessing.GetAllowedPositions(MegaCrit.Sts2.Core.Map.MapPoint,System.Int32)">
            <summary>
            Computes the set of allowed column indices for a given node based on its parents' and children’s positions.
            For each parent or child, the node must be in the same column or one column to the left or right.
            The final allowed set is the intersection of these constraints.
            </summary>
            <param name="node">The MapPoint to evaluate.</param>
            <param name="totalColumns">Total number of columns in the grid.</param>
            <returns>A set of allowed column indices.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Map.MapPostProcessing.SpreadAdjacentMapPoints(MegaCrit.Sts2.Core.Map.MapPoint[0:,0:])">
            <summary>
            Spreads adjacent MapPoints in the grid by moving nodes to positions that maximize the gap between neighbors,
            subject to connectivity constraints.
            </summary>
            <param name="grid">The grid containing MapPoints.</param>
            <returns>The transformed grid.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Map.MapPostProcessing.ComputeGap(System.Int32,System.Collections.Generic.List{MegaCrit.Sts2.Core.Map.MapPoint},MegaCrit.Sts2.Core.Map.MapPoint)">
            <summary>
            Computes the minimal horizontal gap from a candidate column to any other node in the same row.
            If there are no other nodes in the row, returns int.MaxValue.
            </summary>
            <param name="candidateCol">The candidate column for the node.</param>
            <param name="rowNodes">All nodes in the row.</param>
            <param name="currentNode">The node being moved.</param>
            <returns>The minimum column distance to any other node.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Map.MapTravel.GetTravelablePointsFrom(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Map.MapPoint)">
            <summary>
            Get all the points on the map that are reachable from the specified point.
            </summary>
            <param name="runState">The state of the current run.</param>
            <param name="currentPoint">The current point that the players are at.</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Map.MockCraftedActMap">
            <summary>
            A map specifically for tests that allows you to specify the size and contents of the map.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Map.MockCraftedActMap.Put(System.Int32,System.Int32,MegaCrit.Sts2.Core.Map.MapPointType)">
            <summary>
            Creates a new point with the specified type at the specified coordinates.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Map.MockSinglePointActMap">
            <summary>
            A single-point map specifically used for tests.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Map.NullActMap">
            <summary>
            An empty map used as a placeholder before a real map is generated.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Map.SavedActMap">
             <summary>
             An ActMap that is reconstructed from saved data rather than generated from RNG.
             This ensures map topology is preserved even if map generation code changes.
            
             This single class handles all map types (Standard, Spoils, GoldenPath) because
             the concrete type only matters during generation. After generation, all maps
             are simply grids of MapPoints with connections. The serialization captures
             the complete topology, making the original generation algorithm irrelevant
             for restoration.
             </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Map.SpoilsActMap">
             <summary>
             An hourglass-shaped map where all paths converge through a single centered treasure node.
             Used when SpoilsMap card is active in Act 2.
            
             This map is generated from scratch rather than post-processing StandardActMap.
             The hourglass structure requires fundamentally different path topology. All paths must converge
             through a single centered treasure node, with rows narrowing towards the treasure then widening after.
             Post-processing would require deleting most nodes and rewiring all edges, which is roughly as complex
             as generating from scratch.
            
             Keeping these implementations separate makes both easier to understand. StandardActMap stays clean,
             and the hourglass-specific constraints live here explicitly instead of being tangled up in post-processing logic.
             Each can evolve independently.
            
             The tradeoff is this duplicates some map generation logic (~400 lines). If StandardActMap's core rules change
             (adjacency constraints, parent/child limits, point type placement), we'll need to manually sync those changes here.
             Tests in SpoilsActMapTest verify the core map invariants hold.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Map.SpoilsActMap.#ctor(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Map.MapPointTypeCounts)">
            <summary>
            Creates a map used only when the player has the <see cref="T:MegaCrit.Sts2.Core.Models.Cards.SpoilsMap"/>.
            </summary>
            <param name="runState">The run state for this run.</param>
            <param name="mapPointTypeCountsOverride">If passed, replaces the default point counts used to generate the map.</param>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Map.StandardActMap.ShouldReplaceTreasureWithElites">
            <summary>
            Flags this map to generate elite nodes where the treasure nodes would be in the middle of the act map.
            Is set in the constructor, typically for the Warden Ascension (replace act 3 chests with elites)
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Map.StandardActMap.#ctor(MegaCrit.Sts2.Core.Random.Rng,MegaCrit.Sts2.Core.Models.ActModel,System.Boolean,System.Boolean,System.Boolean,MegaCrit.Sts2.Core.Map.MapPointTypeCounts,System.Boolean)">
            <summary>
            Creates a standard map used for most acts.
            </summary>
            <param name="mapRng">The rng for the map.</param>
            <param name="actModel">The act to generate the map for </param>
            <param name="isMultiplayer">In multiplayer, we remove one node from each map.</param>
            <param name="shouldReplaceTreasureWithElites">Replaces the treasure row with elites. This is for the Warden ascension.</param>
            <param name="hasSecondBoss">Whether this act has a second boss (Double Boss ascension mode)</param>
            <param name="mapPointTypeCountsOverride">Overrides the map point type counts from the map passed in</param>
            <param name="enablePruning">Used for tests, should always be true if used for gameplay logic</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Map.StandardActMap.AssignPointTypesToRandomRows(System.Collections.Generic.Queue{MegaCrit.Sts2.Core.Map.MapPointType},System.Collections.Generic.List{System.Collections.Generic.List{MegaCrit.Sts2.Core.Map.MapPoint}})">
            <summary>
            Assigns point types to the map by row to ensure that the point types are more evenly distributed.
            </summary>
            <param name="pointTypesToBeAssigned">Point types left to be assigned.</param>
            <param name="rows">Rows of map points to assign the types to.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Map.StandardActMap.IsValidForLower(MegaCrit.Sts2.Core.Map.MapPointType,MegaCrit.Sts2.Core.Map.MapPoint)">
            These point types cannot be in the lower part of the map
        </member>
        <member name="M:MegaCrit.Sts2.Core.Map.StandardActMap.IsValidForUpper(MegaCrit.Sts2.Core.Map.MapPointType,MegaCrit.Sts2.Core.Map.MapPoint)">
            These point types cannot be in the upper part of the map
        </member>
        <member name="F:MegaCrit.Sts2.Core.Map.StandardActMap._parentMapPointRestrictions">
            These cannot be 2 times in a row.
        </member>
        <member name="M:MegaCrit.Sts2.Core.Map.StandardActMap.IsValidWithParents(MegaCrit.Sts2.Core.Map.MapPointType,MegaCrit.Sts2.Core.Map.MapPoint)">
            These cannot be 2 times in a row.
        </member>
        <member name="F:MegaCrit.Sts2.Core.Map.StandardActMap._childMapPointRestrictions">
            These cannot be 2 times in a row.
        </member>
        <member name="M:MegaCrit.Sts2.Core.Map.StandardActMap.IsValidWithChildren(MegaCrit.Sts2.Core.Map.MapPointType,MegaCrit.Sts2.Core.Map.MapPoint)">
            Checks if a point type is valid by ensuring it doesn't appear twice in a row among children
        </member>
        <member name="F:MegaCrit.Sts2.Core.Map.StandardActMap._siblingPointTypeRestrictions">
            Only these point types are allowed to be siblings
        </member>
        <member name="M:MegaCrit.Sts2.Core.Map.StandardActMap.IsValidWithSiblings(MegaCrit.Sts2.Core.Map.MapPointType,MegaCrit.Sts2.Core.Map.MapPoint)">
            These point types cannot be siblings of each other.
        </member>
        <member name="T:MegaCrit.Sts2.Core.Modding.IModManagerFileIo">
            <summary>
            A file IO abstraction layer for use with ModManager.
            It's a little different than ISaveStore, which is scoped only to a specific directory. This class allows global access
            to the filesystem.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Modding.Mod">
            <summary>
            Information about a loaded mod.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Modding.Mod.modSource">
            <summary>
            Where the mod originated from.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Modding.Mod.path">
            <summary>
            Path where the mod files are located.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Modding.Mod.state">
            <summary>
            Whether the mod was loaded, and if it was not loaded, why.
            Since there's no way to unload mods while the game is running, this value cannot change after the initial mod
            initialization occurs.
            Even if the mod is set to disabled in SettingsSave, this value is the true source of whether or not the mod was
            loaded into the game.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Modding.Mod.manifest">
            <summary>
            The mod manifest.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Modding.Mod.version">
            <summary>
            The version parsed from the mod manifest.
            Null if the version is not present or is not a valid semantic version.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Modding.Mod.assembly">
            <summary>
            The C# assembly loaded with the mod, if any.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Modding.Mod.errors">
            <summary>
            If null, then no errors occurred while loading the mod.
            If this is set, then there was an error loading the mod that should be displayed.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Modding.ModHelper">
            <summary>
            Some helper methods for modding.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Modding.ModHelper.AddModelToPool``2">
            <summary>
            Called by mods to add their models to a pool.
            Throws if the pool has already concatenated models to that pool (i.e. the mod was too late in calling this method).
            </summary>
            <typeparam name="TPoolType">The pool type to add to.</typeparam>
            <typeparam name="TModelType">The model to add to the pool.</typeparam>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Modding.ModHelper.ConcatModelsFromMods``1(MegaCrit.Sts2.Core.Models.IPoolModel,System.Collections.Generic.IEnumerable{``0})">
            <summary>
            Called by a pool when it is ready to add modded content to its pool of content.
            </summary>
            <param name="poolModel">The pool that is consuming the content.</param>
            <param name="pool">The current pool of content.</param>
            <typeparam name="TModelType">The model type of the content that should have been added by mods.</typeparam>
            <returns>A new pool with all modded content concatenated to pool.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Modding.ModHelper.SubscribeForRunStateHooks(System.String,MegaCrit.Sts2.Core.Modding.RunHookSubscriptionDelegate)">
            <summary>
            Called by mods when they wish to provide custom model types to a RunState when IterateHookListeners is called.
            </summary>
            <param name="id">An ID to identify the subscription. Usually the name of the mod.</param>
            <param name="del">The delegate provided by the mod, which returns the models to iterate over.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Modding.ModHelper.SubscribeForCombatStateHooks(System.String,MegaCrit.Sts2.Core.Modding.CombatHookSubscriptionDelegate)">
            <summary>
            Called by mods when they wish to provide custom model types to a CombatState when IterateHookListeners is called.
            </summary>
            <param name="id">An ID to identify the subscription. Usually the name of the mod.</param>
            <param name="del">The delegate provided by the mod, which returns the models to iterate over.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Modding.ModHelper.IterateAllRunStateSubscribers(MegaCrit.Sts2.Core.Runs.RunState)">
            <summary>
            Called by RunState when it is iterating hook listeners, so that custom mod AbstractModel types have hooks called
            on them.
            </summary>
            <param name="runState">The RunState which is iterating hook listeners.</param>
            <returns>All the model types from all subscribing mods who wish to receive hooks.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Modding.ModHelper.IterateAllCombatStateSubscribers(MegaCrit.Sts2.Core.Combat.CombatState)">
            <summary>
            Called by CombatState when it is iterating hook listeners, so that custom mod AbstractModel types have hooks
            called on them.
            </summary>
            <param name="combatState">The CombatState which is iterating hook listeners.</param>
            <returns>All the model types from all subscribing mods who wish to receive hooks.</returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Modding.ModInitializerAttribute">
            <summary>
            Declares a class as the main entry point for the mod.
            If this is present, then upon loading the mod, we'll call the method named initializerMethod within the class.
            Otherwise, we'll create a harmony instance for the mod and call Harmony.PatchAll.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Modding.ModLoadState.Loaded">
            <summary>
            Mod was successfully loaded.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Modding.ModLoadState.Failed">
            <summary>
            We tried to load the mod but it failed to load.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Modding.ModLoadState.Disabled">
            <summary>
            We didn't try to load the mod because the user has not enabled mod loading, or this specific mod is marked as
            disabled in SettingsSave.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Modding.ModLoadState.DisabledDuplicate">
            <summary>
            We didn't try to load the mod because the user has this mod loaded both via Steam and local mods directory.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Modding.ModLoadState.AddedAtRuntime">
            <summary>
            We didn't try to load the mod because it was added too late.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Modding.ModManager.OnModDetected">
            <summary>
            Called when a new mod is detected. Use this to display a warning at runtime if the user adds new mods.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Modding.ModManager.OnMetricsUpload">
            <summary>
            Used by mods to hook into the metrics upload process.
            This is unused by STS2 code. It is only used by mods, and is called when we would ordinarily upload metrics.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Modding.ModManager.Initialize(MegaCrit.Sts2.Core.Modding.IModManagerFileIo,MegaCrit.Sts2.Core.Modding.ModSettings,MegaCrit.Sts2.Core.Debug.SemanticVersion)">
            <summary>
            Loads all mods from the appropriate directories. This includes the "mods" directory next to the executable, as
            well as Steam workshop files.
            This should be called as early as possible in the game's initialization process so that downstream classes
            (ModelDb, LocManager) pick up the changes that the mods apply.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Modding.ModManager.SortModList(System.Collections.Generic.List{MegaCrit.Sts2.Core.Modding.SettingsSaveMod})">
             <summary>
             Sorts mods so that dependencies are loaded before the mods that depend on them (topological sort).
             Uses Kahn's algorithm: https://en.wikipedia.org/wiki/Topological_sorting#Kahn's_algorithm
            
             How it works:
               1. Build a graph: count each mod's dependencies (in-degree) and track reverse edges (dependentsMap).
               2. Seed a frontier queue with all mods that have zero dependencies (they're ready to load).
               3. Dequeue a mod, add it to the sorted output, and decrement the in-degree of each mod that depends
                  on it. When a mod's in-degree reaches zero, all its dependencies are satisfied, so enqueue it.
               4. When the queue is empty, any mod NOT in the sorted output is part of a dependency cycle (its
                  in-degree never reached zero because it's waiting on something that's waiting on it).
            
             For mods with no dependency relationship between them, we use a PriorityQueue keyed by the user's
             manual ordering (from settings) to keep the sort stable.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Modding.ModManager.RemoveDisabledMods">
            <summary>
            If the user has subscribed to a mod via Steam workshop and also has it in their local directory, we never want
            to load the Steam mod. This is to help mod developers in development.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Modding.ModManager.ReadModsInDirRecursive(System.String,MegaCrit.Sts2.Core.Modding.ModSource,System.Collections.Generic.List{MegaCrit.Sts2.Core.Modding.Mod})">
            <summary>
            Recurses through the directory and reads all the mod PCKs and DLLs in it, putting it in the _mods list.
            We allow mods in directories to give modders a little slack in how they organize their files.
            Pass the newMods list if you wish to get the mods that have been newly read.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Modding.ModManager.EvaluateBranchSupport(MegaCrit.Sts2.Core.Platform.PlatformBranch,System.Collections.Generic.IReadOnlyList{System.ValueTuple{System.String,System.String}})">
            <summary>
            Decides whether <paramref name="currentBranch"/> is supported by a Steam Workshop item, given the supported
            game-version ranges Steam reports for it. Each range is a (min, max) pair of branch names ordered oldest to
            newest (see <see cref="T:MegaCrit.Sts2.Core.Platform.PlatformBranch"/>); an empty string is a documented open-ended bound (empty min = no lower
            bound, empty max = no upper bound, both empty = every branch). Returns the newest supported branch seen so the
            caller can surface it in an error message. Pure and side-effect free so it can be unit tested without Steam.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Modding.ModManager.CallModInitializer(System.Type)">
            <summary>
            Calls the mod initializer on a type that has the ModInitializerAttribute on it.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Modding.ModManager.GetModdedLocTables(System.String,System.String)">
            <summary>
            Returns the filenames of all the loc tables available in loaded mods for the given language and filename.
            For example, if "eng" and "cards.json" are provided, this returns all mods that supply a cards.json in english.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Modding.ModManager.GetGameplayRelevantModNameList">
            <summary>
            Returns a list of the names of all loaded mods that affect gameplay.
            For multiplayer - used to compare mods between different players.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Modding.ModManager.GetNonGameplayRelevantModNameList">
            <summary>
            Returns a list of the names of all loaded mods that do not affect gameplay.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Modding.ModManager.HandleAssemblyResolveFailure(System.Object,System.ResolveEventArgs)">
            <summary>
            Resolves assemblies loaded by mods that may have a different version.
            When writing a mod DLL, the implementer may target a STS2 DLL that does not match the current version. When the
            dotnet runtime attempts to load the DLL, it tries to strictly match the version. Usually, we don't really need
            it to - a lot of our APIs don't change that often. Attaching this method to the AssemblyResolve event allows us
            to force dotnet to resolve the assembly to the correct one.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Modding.ModManager.CallMetricsHooks(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            Called by the metrics uploader when metrics would be uploaded, but are not because there are mods present.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Modding.ModManagerState.None">
            <summary>
            ModManager is not yet initialized.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Modding.ModManagerState.Initialized">
            <summary>
            ModManager is fully initialized. It may or may not have loaded mods.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Modding.ModManagerState.Skipped">
            <summary>
            ModManager skipped initialization for some reason:
             - We're in test mode
             - This is an AOT build
             - nomods command line argument was passed
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Modding.ModManifest">
            <summary>
            Represents the JSON file which defines mod manifests.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Modding.ModSource">
            <summary>
            Where a mod was loaded from.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Modding.ModSource.ModsDirectory">
            <summary>
            The mod is located in the mods directory next to the executable.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Modding.ModSource.SteamWorkshop">
            <summary>
            The mod was loaded from Steam Workshop.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Modding.SettingsSaveMod">
            <summary>
            Represents a mod in the settings save. Used for:
             - Representing manual load order
             - Disabling/enabling mods
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Models.AbstractModel.ExecutionFinished">
            <summary>
            Fires when a hook on this model has finished executing.
            This event is a little unreliable, so you should only use it for UI things that can't be done any other way.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.AbstractModel.CategorySortingId">
            <summary>
            The category ID of the model, as reported by ModelIdSerializationCache.
            Used in the deterministic sort in DeterministicModelComparer for speed purposes; it's much faster to compare
            integers than strings.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.AbstractModel.EntrySortingId">
            <summary>
            The entry ID of the model, as reported by ModelIdSerializationCache.
            Used in the deterministic sort in DeterministicModelComparer for speed purposes; it's much faster to compare
            integers than strings.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AssertMutable">
             <summary>
             Ensures that this model instance is mutable. Throws an exception if it's canonical.
             Use this in places where you want to ensure that you have a "real" model that you can use in combat and modify.
            
             WARNING: If you're getting an exception from here, don't just convert the model to mutable at the top level
             of the stack trace. Instead, find the root of where the model is coming from and convert it there, so the
             correct instance is used in the correct places.
            
             For example, canonical CardModels throw an exception if you try to add them to a pile, but you shouldn't just
             convert the CardModel to mutable in CardPile.AddCard(). Instead, find where that card was created and
             convert it there.
             </summary>
             <exception cref="T:MegaCrit.Sts2.Core.Models.Exceptions.CanonicalModelException"></exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AssertCanonical">
            <summary>
            Ensures that this model instance is canonical. Throws an exception if it's mutable.
            Use this in places where you want a reference to the "concept" of a model. For example, CardPools only hold
            canonical CardModels.
            <exception cref="T:MegaCrit.Sts2.Core.Models.Exceptions.MutableModelException"></exception>
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ClonePreservingMutability">
            <summary>
            Get a "clone" of this model, preserving its mutability status.
            This is useful in more backend-ish areas of the codebase, where a model can either be mutable or canonical,
            and we don't want to create a new mutable clone if we currently have a reference to the canonical instance.
            </summary>
            <returns>
            If this instance of the model is canonical, this method just returns itself.
            If this instance of the model is mutable, it returns another mutable clone.
            </returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.MutableClone">
             <summary>
             WARNING: You almost always want to use `ToMutable()` or `ClonePreservingMutability()` instead, since we usually
             don't want to make mutable clones of already-mutable models.
            
             Get a mutable "clone" of this model.
             This is useful in very generalized spots where we could either have a mutable or canonical model, and we want a
             mutable clone regardless.
             </summary>
             <returns>A mutable clone of this model.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCloned">
            <summary>
            Called after cloning to clean up shallow-copied references.
            IMPORTANT: MemberwiseClone() creates shallow copies of all fields, including event delegates.
            Subclasses that declare events MUST override this method and set all events to null,
            otherwise clones will fire events to the original's subscribers (correctness bug) and may
            prevent garbage collection through retained delegate references (memory leak).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.InvokeExecutionFinished">
            <summary>
            See <see cref="E:MegaCrit.Sts2.Core.Models.AbstractModel.ExecutionFinished"/>.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldReceiveCombatHooks">
            <summary>
            Whether or not this model should have combat hooks called on it.
            For example, AfterCardPlayed is only relevant in combat, and should be called on models that want to "listen" to
            the combat (powers, relics, cards in a combat pile, enchantments on those cards, etc.), but not on models that
            are disconnected from combat (cards in your deck, enchantments in your deck, etc.).
            Conversely, AfterRoomEntered is relevant outside of combat, and should be called on all models.
            Similarly, AfterDamageReceived is relevant outside of combat (since damage can be received in events and other
            non-combat rooms), so it should be called on all models.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterActEntered">
            <summary>
            Runs after a player enters a new act.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterAddToDeckPrevented(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Runs after a model prevents a card from being added to the player's deck.
            </summary>
            <param name="card">Card that would've been added.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeAttack(MegaCrit.Sts2.Core.Commands.Builders.AttackCommand)">
            <summary>
            Runs before a creature attacks.
            For a multi-attack, this will run once before any hits are done (as opposed to BeforeDamageGiven, which will run
            before each hit).
            </summary>
            <param name="command">The attack command that will be executed.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterAttack(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Commands.Builders.AttackCommand)">
            <summary>
            Runs after a creature attacks.
            For a multi-attack, this will run once after all hits are done (as opposed to AfterDamageGiven, which will run
            after each hit).
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="command">The attack command that was executed.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterAutoPostPlayPhaseEntered(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Runs after the <see cref="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.AutoPostPlay"/> phase of a player's turn has been entered.
            Effects that auto-play cards at the end of a player's turn should use this hook.
            See <see cref="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.AutoPostPlay"/> for examples.
            Combat-only hook.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="player">Player whose <see cref="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.AutoPostPlay"/> phase was entered.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterAutoPrePlayPhaseEnteredEarly(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            CAREFUL! You should usually use AfterAutoPrePlayPhaseEntered instead of this.
            Runs after the <see cref="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.AutoPrePlay"/> phase of a player's turn has been entered.
            Effects that auto-play cards at the start of a player's turn should use this hook.
            See <see cref="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.AutoPrePlay"/> for examples.
            Combat-only hook.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="player">Player whose <see cref="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.AutoPrePlay"/> phase was entered.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterAutoPrePlayPhaseEntered(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Runs after the <see cref="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.AutoPrePlay"/> phase of a player's turn has been entered.
            Effects that auto-play cards at the start of a player's turn should use this hook.
            See <see cref="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.AutoPrePlay"/> for examples.
            Combat-only hook.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="player">Player whose <see cref="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.AutoPrePlay"/> phase was entered.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterAutoPrePlayPhaseEnteredLate(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            CAREFUL! You should usually use AfterAutoPrePlayPhaseEntered instead of this.
            Runs after the <see cref="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.AutoPrePlay"/> phase of a player's turn has been entered.
            Effects that auto-play cards at the start of a player's turn should use this hook.
            See <see cref="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.AutoPrePlay"/> for examples.
            Combat-only hook.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="player">Player whose <see cref="F:MegaCrit.Sts2.Core.Combat.PlayerTurnPhase.AutoPrePlay"/> phase was entered.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterBlockCleared(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Runs after a creature's block has been cleared at the beginning of their round.
            Combat-only hook.
            </summary>
            <param name="creature">Creature whose block was reset.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeBlockGained(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Runs before a creature gains block.
            Combat-only hook.
            </summary>
            <param name="creature">Creature that will gain block.</param>
            <param name="amount">Amount of block they will gain.</param>
            <param name="props">ValueProps for the block they will gain.</param>
            <param name="cardSource">Optional card that will add the block.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterBlockGained(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Runs after a creature gains block.
            Combat-only hook.
            </summary>
            <param name="creature">Creature that gained block.</param>
            <param name="amount">Amount of block they gained.</param>
            <param name="props">ValueProps for the block they gained.</param>
            <param name="cardSource">Optional card that added the block.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterBlockBroken(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Runs after a creature's block is completely removed.
            Prefer this over checking result.WasBlockBroken in AfterDamageReceived, as block can be broken by non-damage,
            like Expose.
            Combat-only hook.
            </summary>
            <param name="creature">Creature that gained block.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCardChangedPiles(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.PileType,MegaCrit.Sts2.Core.Models.AbstractModel)">
            <summary>
            Runs after a card moves from one pile to another.
            NOTE: The new pile can be determined by just checking card.Pile.
            </summary>
            <param name="card">Card that changed piles.</param>
            <param name="oldPileType">Type of the card's previous pile</param>
            <param name="clonedBy">The model that cloned this card, if applicable. Used to prevent copy effects from recursing.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCardChangedPilesLate(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.PileType,MegaCrit.Sts2.Core.Models.AbstractModel)">
            <summary>
            CAREFUL! You should usually use AfterCardChangedPiles instead of this.
            Runs after a card moves from one pile to another.
            Works just like AfterCardChangedPiles, but runs after it.
            NOTE: The new pile can be determined by just checking card.Pile.
            </summary>
            <param name="card">Card that changed piles.</param>
            <param name="oldPileType">Type of the card's previous pile</param>
            <param name="clonedBy">The model that cloned this card, if applicable. Used to prevent copy effects from recursing.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCardDiscarded(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Runs after a card is discarded.
            Combat-only hook.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="card">Card that was discarded.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCardDrawnEarly(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.CardModel,System.Boolean)">
            <summary>
            CAREFUL! You should usually use AfterCardDrawn instead of this.
            Runs after a card is drawn.
            Combat-only hook.
            Works just like AfterCardDrawn, but runs before it.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="card">Card that was drawn.</param>
            <param name="fromHandDraw">If this draw happened as part of the initial card draws at the start of your turn.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCardDrawn(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.CardModel,System.Boolean)">
            <summary>
            Runs after a card is drawn.
            Combat-only hook.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="card">Card that was drawn.</param>
            <param name="fromHandDraw">If this draw happened as part of the initial card draws at the start of your turn.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCardEnteredCombat(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Runs after a card is put into a combat pile (see <see cref="M:MegaCrit.Sts2.Core.Entities.Cards.PileTypeExtensions.IsCombatPile(MegaCrit.Sts2.Core.Entities.Cards.PileType)"/> details on combat piles).
            Combat-only hook.
            </summary>
            <param name="card">Card that was put into a combat pile.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCardGeneratedForCombat(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Runs after a player generated a card for combat pile. This is different from AfterCardEnteredCombat
            because the player explicitly generated it themselves, excluding status cards that are applied by enemies.
            Combat-only hook.
            </summary>
            <param name="card">Card that was put into a combat pile.</param>
            <param name="creator">The player that created the card
            True if this card is being added by an effect from the player (like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.InfiniteBlades"/>).
            False if an enemy is adding it (like a monster giving you a curse).
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCardExhausted(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.CardModel,System.Boolean)">
            <summary>
            Runs after a card is exhausted.
            Combat-only hook.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="card">Card that was exhausted.</param>
            <param name="causedByEthereal">Was this Exhaust caused by Ethereal?</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeCardAutoPlayed(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Entities.Cards.AutoPlayType)">
            <summary>
            Runs before a card is automatically played by another card.
            Combat-only hook.
            </summary>
            <param name="card">Card that will be played.</param>
            <param name="target">Creature that will be targeted.</param>
            <param name="type">The method of autoplay.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeCardPlayed(MegaCrit.Sts2.Core.Entities.Cards.CardPlay)">
            <summary>
            Runs before a card is played.
            Combat-only hook.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCardPlayed(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Cards.CardPlay)">
            <summary>
            Runs after a card is played.
            Combat-only hook.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCardPlayedLate(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Cards.CardPlay)">
            <summary>
            CAREFUL! You should usually use AfterCardPlayed instead of this.
            Runs after a card is played.
            Works just like AfterCardPlayed, but runs after it.
            Combat-only hook.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeCombatStart">
            <summary>
            Runs before combat starts.
            Note: This may sound like a combat-only hook, but combat start is relevant to non-combat models (like a deck
            card that transforms when you start your third combat).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeCombatStartLate">
            <summary>
            CAREFUL! You should usually use BeforeCombatStart instead of this.
            Runs before combat starts.
            Note: This may sound like a combat-only hook, but combat start is relevant to non-combat models (like a deck
            card that transforms when you start your third combat).
            Works just like BeforeCombatStart, but runs after it.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCombatEnd(MegaCrit.Sts2.Core.Rooms.CombatRoom)">
            <summary>
            Runs after combat ends.
            Note: This may sound like a combat-only hook, but combat end is relevant to non-combat models (like Guilty).
            </summary>
            <param name="room">The room where the combat ended.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCombatVictoryEarly(MegaCrit.Sts2.Core.Rooms.CombatRoom)">
            <summary>
            CAREFUL! You should usually use AfterCombatVictory instead of this.
            Runs after combat ends in a player victory.
            Note: This may sound like a combat-only hook, but combat victory is relevant to non-combat models (like a deck
            card that transforms after 3 combat victories).
            Works just like AfterCombatVictory, but runs before it.
            </summary>
            <param name="room">The room where the player won the combat.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCombatVictory(MegaCrit.Sts2.Core.Rooms.CombatRoom)">
            <summary>
            Runs after combat ends in a player victory.
            Note: This may sound like a combat-only hook, but combat victory is relevant to non-combat models (like a deck
            card that transforms after 3 combat victories).
            </summary>
            <param name="room">The room where the player won the combat.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCreatureAddedToCombat(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Runs after a new creature is added to combat.
            </summary>
            <param name="creature">Creature that was added to combat.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterCurrentHpChanged(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal)">
            <summary>
            Runs after a creature's HP changes for any reason (damage, heal, HP loss, etc).
            </summary>
            <param name="creature">Creature whose HP changed.</param>
            <param name="delta">
                Amount that the creature's HP changed by.
                A negative amount represents damage, while a positive amount represents healing.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterDamageGiven(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Entities.Creatures.DamageResult,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Runs after a creature might dealt damage.
            Note: Even if the actual damage amount is 0 (due to block or something else), this will still be called.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="dealer">Creature who dealt the damage.</param>
            <param name="result">Results from the damage they dealt.</param>
            <param name="props">ValueProp for damage.</param>
            <param name="target">Creature who received the damage.</param>
            <param name="cardSource">Optional card that dealt the damage.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeDamageReceived(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Runs before a creature might receive damage.
            Note: Even if the actual damage amount will be 0 (due to Weak or something else), this will still be called.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="target">Creature who will receive the damage.</param>
            <param name="amount">Amount of damage they will receive.</param>
            <param name="props">ValueProp for damage.</param>
            <param name="dealer">Creature who will be dealt the damage.</param>
            <param name="cardSource">Optional card that will deal the damage.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterDamageReceived(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Entities.Creatures.DamageResult,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Runs after a creature might receive damage.
            Note: Even if the actual damage amount is 0 (due to block or something else), this will still be called.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="target">Creature who received the damage.</param>
            <param name="result">Results from the damage they received.</param>
            <param name="props">ValueProp for damage.</param>
            <param name="dealer">Creature who dealt the damage.</param>
            <param name="cardSource">Optional card that dealt the damage.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterDamageReceivedLate(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Entities.Creatures.DamageResult,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            CAREFUL! You should usually use AfterDamageReceived instead of this.
            Runs after a creature might receive damage.
            Works just like AfterDamageReceived, but runs after it.
            Note: Even if the actual damage amount is 0 (due to block or something else), this will still be called.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="target">Creature who received the damage.</param>
            <param name="result">Results from the damage they received.</param>
            <param name="props">ValueProp for damage.</param>
            <param name="dealer">Creature who dealt the damage.</param>
            <param name="cardSource">Optional card that dealt the damage.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeDeath(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Runs before a creature dies.
            Note: This will run even if some effect (like Fairy in a Bottle) would prevent the creature's death.
            </summary>
            <param name="creature">Creature who is about to die.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterDeath(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Boolean,System.Single)">
            <summary>
            Runs after a creature dies.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="creature">Creature who died.</param>
            <param name="wasRemovalPrevented">
            Whether the creature's removal from combat was prevented. Usually false, but true for things like reviving
            powers.
            </param>
            <param name="deathAnimLength">
            Number of seconds the creature's death animation will last. Good for delaying visuals until the animation
            is over.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterDiedToDoom(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature})">
            <summary>
            Runs after creatures died to Doom.
            Combat-only hook.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="creatures">The creatures that died to Doom.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterEnergyReset(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Runs after the player's energy is reset at the beginning of their turn.
            Combat-only hook.
            </summary>
            <param name="player">Player whose energy is reset.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterEnergyResetLate(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            CAREFUL! You should usually use AfterEnergyReset instead of this.
            Runs after the player's energy is reset at the beginning of their turn.
            Combat-only hook.
            Works just like AfterEnergyReset, but runs after it.
            </summary>
            <param name="player">Player whose energy is reset.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterEnergySpent(MegaCrit.Sts2.Core.Models.CardModel,System.Int32)">
            <summary>
            Runs after the player's energy is spent.
            Combat-only hook.
            </summary>
            <param name="card">Card that spent the energy was spent on.</param>
            <param name="amount">Amount of energy that was spent.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeCardRemoved(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Runs before a card is removed from your deck.
            </summary>
            <param name="card">Card that is being removed.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeFlush(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Runs before a player's hand is flushed at the end of their turn.
            Combat-only hook.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="player">Player whose hand will be flushed.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeFlushLate(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            CAREFUL! You should usually use BeforeFlush instead of this.
            Runs before a player's hand is flushed at the end of their turn.
            Combat-only hook.
            Works just like BeforeFlush, but runs after it.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="player">Player whose hand will be flushed.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterFlush(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.IReadOnlyCollection{MegaCrit.Sts2.Core.Models.CardModel},System.Collections.Generic.IReadOnlyCollection{MegaCrit.Sts2.Core.Models.CardModel})">
            <summary>
            Runs after a player's hand is flushed at the end of their turn.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="player">Player whose hand was flushed.</param>
            <param name="flushedCards">Cards that were discarded during the flush.</param>
            <param name="retainedCards">Cards that were retained during the flush.</param>
            <returns></returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterGoldGained(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Runs after the player gains gold.
            </summary>
            <param name="player">Player who gained the gold.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeHandDraw(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Combat.ICombatState)">
            <summary>
            Runs before the player draws their hand at the beginning of their turn.
            Combat-only hook.
            </summary>
            <param name="player">The player who is about to draw cards.</param>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="combatState">The CombatState that the hand draw will occur in.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeHandDrawLate(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Combat.ICombatState)">
            <summary>
            CAREFUL! You should usually use BeforeHandDraw instead of this.
            Runs before the player draws their hand at the beginning of their turn.
            Combat-only hook.
            Works just like BeforeHandDraw, but runs after it.
            </summary>
            <param name="player">The player who is about to draw cards.</param>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="combatState">The CombatState that the hand draw will occur in.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterHandEmptied(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Runs after the player's hand becomes empty.
            Combat-only hook.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="player">Player whose hand was emptied.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterItemPurchased(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Entities.Merchant.MerchantEntry,System.Int32)">
            <summary>
            Runs after a player purchase an item from the shop.
            </summary>
            <param name="player">Player who purchased the item.</param>
            <param name="itemPurchased">Item that was purchased.</param>
            <param name="goldSpent">Amount of gold that was spent to purchase the item.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterMapGenerated(MegaCrit.Sts2.Core.Map.ActMap,System.Int32)">
            <summary>
            Runs after a map is generated for an act.
            </summary>
            <param name="map">The generated map.</param>
            <param name="actIndex">The act index for which the map was generated.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingBlockAmount(System.Decimal,MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.CardPlay)">
            <summary>
            Runs after the amount of block was modified.
            Combat-only hook.
            </summary>
            <param name="modifiedAmount">The amount of block after all modifications have been applied.</param>
            <param name="cardSource">Card that added the block.</param>
            <param name="cardPlay">
            CardPlay that added block.
            Null if the block is not associated with a CardPlay.
            This can be null even if <paramref name="cardSource"/> is not null, because this is also called to preview block
            values on cards that are in your hand and haven't been played yet.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingCardPlayCount(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Runs after the play count of a card was modified.
            </summary>
            <param name="card">Card whose play count was modified.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingCardPlayResultPileOrPosition(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.PileType,MegaCrit.Sts2.Core.Entities.Cards.CardPilePosition)">
            <summary>
            Runs after the result pile of a played card was modified.
            </summary>
            <param name="card">Card whose result pile was modified.</param>
            <param name="pileType">Final pile type that the card will be put in.</param>
            <param name="position">Final position in the pile that the card will be put in.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingOrbPassiveTriggerCount(MegaCrit.Sts2.Core.Models.OrbModel)">
            <summary>
            Runs after the trigger count of an orb was modified.
            </summary>
            <param name="orb">Orb whose trigger count was modified.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingCardRewardOptions">
            <summary>
            Runs after the play count of a card was modified.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingDamageAmount(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Runs after the amount of damage was modified.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingEnergyGain">
            <summary>
            Runs after the amount of energy to gain was modified.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingGoldGained(MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal)">
            <summary>
            Runs after the amount of gold to gain was modified.
            </summary>
            <param name="player">Player who is about to gain gold.</param>
            <param name="amount">The modified amount of gold they will gain.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingHandDraw">
            <summary>
            Runs after the number of cards drawn at the beginning of the player's turn was modified.
            Combat-only hook.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterPreventingDraw">
            <summary>
            Runs after card draw was prevented.
            Combat-only hook.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingHpLostBeforeOsty">
            <summary>
            Runs after the amount of HP a creature should lose (before Osty redirection) was modified.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingHpLostAfterOsty">
            <summary>
            Runs after the amount of HP a creature should lose (after Osty redirection) was modified.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingPowerAmountReceived(MegaCrit.Sts2.Core.Models.PowerModel)">
            <summary>
            Runs after a power has its amount modified during application.
            Combat-only hook.
            </summary>
            <param name="power">Power whose amount was modified.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingPowerAmountGiven(MegaCrit.Sts2.Core.Models.PowerModel)">
            <summary>
            Runs after a power has its amount modified during application.
            Combat-only hook.
            </summary>
            <param name="power">Power whose amount was modified.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterModifyingRewards">
            <summary>
            Runs after a list of rewards has its contents modified.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterOrbChanneled(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Models.OrbModel)">
            <summary>
            Runs after player channeled an orb
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="player">Player who channeled the orb.</param>
            <param name="orb">Orb that was channeled.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterOrbEvoked(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.OrbModel,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature})">
            <summary>
            Runs after player evokes a orb
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="orb">Orb that was evoked.</param>
            <param name="targets">who the orb affected</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterOstyRevived(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Runs after Osty is revived.
            </summary>
            <param name="osty">The osty that was revived</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforePotionUsed(MegaCrit.Sts2.Core.Models.PotionModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Runs before a potion is used.
            Note: This only invokes for relics when out of combat.
            </summary>
            <param name="potion">Potion that will be used.</param>
            <param name="target">Creature that will be targeted.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterPotionUsed(MegaCrit.Sts2.Core.Models.PotionModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Runs after a potion is used.
            Note: This only invokes for relics when out of combat.
            </summary>
            <param name="potion">Potion that was used.</param>
            <param name="target">Creature that was targeted.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterPotionDiscarded(MegaCrit.Sts2.Core.Models.PotionModel)">
            <summary>
            Runs after a potion is discarded.
            Note: This only invokes for relics when out of combat.
            </summary>
            <param name="potion">Potion that was used.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterPotionProcured(MegaCrit.Sts2.Core.Models.PotionModel)">
            <summary>
            Runs after a potion is procured.
            Note: This only invokes for relics when out of combat.
            </summary>
            <param name="potion">Potion that was used.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforePowerAmountChanged(MegaCrit.Sts2.Core.Models.PowerModel,System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Runs before a power's amount is changed, whether it's a new power being added or an existing power's amount being
            changed.
            Combat-only hook.
            </summary>
            <param name="power">Power that will be applied.</param>
            <param name="amount">Amount of the power that will be added.</param>
            <param name="target">The creature that the power will be added to</param>
            <param name="applier">
            (Optional) The creature that will change the power amount. Null if the change is not caused by a creature (usually
            in tests).
            </param>
            <param name="cardSource">Optional card that is changing the power amount.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterPowerAmountChanged(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Models.PowerModel,System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Runs after a power's amount is changed, whether it's a new power being added or an existing power's amount being
            changed.
            Combat-only hook.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="power">Power that was applied.</param>
            <param name="amount">Amount of the power that was added</param>
            <param name="applier">
            (Optional) The creature that changed the power amount. Null if the change was not caused by a creature (usually
            in tests).
            </param>
            <param name="cardSource">
            (Optional) The card that changed the power amount. Null if the change was not caused by a card.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterPreventingBlockClear(MegaCrit.Sts2.Core.Models.AbstractModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Runs after a power prevents the creature from clearing block.
            Combat-only hook.
            </summary>
            <param name="preventer">Model that prevented the block clear.</param>
            <param name="creature">Creature whose block clear was prevented.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterPreventingDeath(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Runs after this model prevents a creature's death.
            </summary>
            <param name="creature">Creature whose death was prevented.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterRestSiteHeal(MegaCrit.Sts2.Core.Entities.Players.Player,System.Boolean)">
            <summary>
            After player rests at a rest site.
            </summary>
            <param name="player">Player that rested.</param>
            <param name="isMimicked">
            Is a mimicked rest site heal?
            Used in spots that mimicking a rest site heal, but are not actual rest site heals.
            For example: <see cref="T:MegaCrit.Sts2.Core.Models.Events.DenseVegetation"/> mimicks a rest site heal when you select certain options.
            This should count as a rest site heal for <see cref="T:MegaCrit.Sts2.Core.Models.Relics.RegalPillow"/>, but not for <see cref="T:MegaCrit.Sts2.Core.Models.Modifiers.NightTerrors"/>.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterRestSiteSmith(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            After player smiths at a rest site.
            </summary>
            <param name="player">Player that smithed.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterRewardTaken(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Rewards.Reward)">
            <summary>
            Runs after a player successfully takes a reward from the reward screen.
            </summary>
            <param name="player">Player who took the reward.</param>
            <param name="reward">The reward taken.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeRoomEntered(MegaCrit.Sts2.Core.Rooms.AbstractRoom)">
            <summary>
            Runs before a player enters a room.
            </summary>
            <param name="room">Room that will be entered.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterRoomEntered(MegaCrit.Sts2.Core.Rooms.AbstractRoom)">
            <summary>
            Runs after a player enters a room.
            For "start of combat" effects that should execute before the start of the first turn (like applying powers), you
            should use this hook with a "room is CombatRoom" check.
            For "start of combat" effects that should execute after the start of the first turn (like dealing damage or
            gaining block), you should use <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterSideTurnStart(MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature},MegaCrit.Sts2.Core.Combat.ICombatState)"/> with a RoundNumber check instead.
            </summary>
            <param name="room">Room that was entered.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterShuffle(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Runs after a player shuffles their draw pile.
            Combat-only hook.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="shuffler">Player who shuffled.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterStarsSpent(System.Int32,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Runs after a player spends stars on something.
            Combat-only hook.
            </summary>
            <param name="amount">Amount of stars that were spent.</param>
            <param name="spender">Player that spent the stars.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterStarsGained(System.Int32,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Runs after a player gains stars.
            Combat-only hook.
            </summary>
            <param name="amount">Amount of stars that were gained.</param>
            <param name="gainer">Player that gained the stars.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterForge(System.Decimal,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Models.AbstractModel)">
            <summary>
            Runs after a player triggers a Forge effect, increasing the damage of Sovereign Blade.
            Combat-only hook.
            </summary>
            <param name="amount">Amount of forge that was triggered.</param>
            <param name="forger">Player that triggered the forge.</param>
            <param name="source">The abstract model that triggered the forging</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterSummon(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal)">
            <summary>
            Runs after a player summons.
            Combat-only hook.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="summoner">Player that summoned.</param>
            <param name="amount">Amount that was summoned.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterTakingExtraTurn(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Runs after the player takes an extra turn.
            Combat-only hook.
            <param name="player">Player that took the extra turn.</param>
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterTargetingBlockedVfx(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            WARNING: ONLY DO VFX/SFX THINGS IN THIS HOOK. It is not meant for things that affect game state.
            Runs after attempting to target this creature with a card is blocked.
            </summary>
            <param name="blocker">Creature who blocked the targeting.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeSideTurnStart(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature},MegaCrit.Sts2.Core.Combat.ICombatState)">
            <summary>
            Runs before the start of a side's turn, before any effects like energy reset or card draw.
            Combat-only hook.
            </summary>
            <param name="choiceContext"></param>
            <param name="side">Side whose turn is about to start.</param>
            <param name="participants">
            Creatures participating in this turn.
            If a player is taking an extra turn in multiplayer, other players may be missing from this list, and the models
            they own should usually exit early in this case.
            </param>
            <param name="combatState">State of the combat that the turn is about to start in in.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterSideTurnStart(MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature},MegaCrit.Sts2.Core.Combat.ICombatState)">
            <summary>
            Runs after the start of a side's turn.
            For "start of combat" effects that should execute after the start of the first turn (like dealing damage or
            gaining block), you should use this hook with a RoundNumber check.
            For "start of combat" effects that should execute before the start of the first turn (like applying powers), you
            should use <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterRoomEntered(MegaCrit.Sts2.Core.Rooms.AbstractRoom)"/> with a "room is CombatRoom" check instead.
            <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterPlayerTurnStart(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)"/> should be used for any hooks that trigger a player choice.
            Combat-only hook.
            </summary>
            <param name="side">Side whose turn started.</param>
            <param name="participants">
            Creatures participating in this turn.
            If a player is taking an extra turn in multiplayer, other players may be missing from this list, and the models
            they own should usually exit early in this case.
            </param>
            <param name="combatState">State of the combat that the turn is about to start in in.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterSideTurnStartLate(MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature},MegaCrit.Sts2.Core.Combat.ICombatState)">
            <summary>
            CAREFUL! You should usually use AfterSideTurnStart instead of this.
            Runs after the start of a side's turn.
            For "start of combat" effects that should execute after the start of the first turn (like dealing damage or
            gaining block), you should use this hook with a RoundNumber check.
            For "start of combat" effects that should execute before the start of the first turn (like applying powers), you
            should use <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterRoomEntered(MegaCrit.Sts2.Core.Rooms.AbstractRoom)"/> with a "room is CombatRoom" check instead.
            <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterPlayerTurnStart(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)"/> should be used for any hooks that trigger a player choice.
            Combat-only hook.
            </summary>
            <param name="side">Side whose turn started.</param>
            <param name="participants">
            Creatures participating in this turn.
            If a player is taking an extra turn in multiplayer, other players may be missing from this list, and the models
            they own should usually exit early in this case.
            </param>
            <param name="combatState">State of the combat that the turn is about to start in in.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterPlayerTurnStartEarly(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            CAREFUL! You should usually use AfterPlayerTurnStart instead of this.
            Runs after the start of a player's turn.
            Most of the time, this and <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterSideTurnStart(MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature},MegaCrit.Sts2.Core.Combat.ICombatState)"/> are interchangeable. However, if you need to make a
            player choice call, do it here. Otherwise, problems will arise when draw effects that trigger player choice
            (e.g. Mayhem, Stratagem) interact with the hook.
            Works just like AfterPlayerTurnStart, but runs before it.
            Combat-only hook.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="player">Player whose turn started.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterPlayerTurnStart(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Runs after the start of a player's turn.
            Most of the time, this and <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterSideTurnStart(MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature},MegaCrit.Sts2.Core.Combat.ICombatState)"/> are interchangeable. However, if you need to make a
            player choice call, do it here. Otherwise, problems will arise when draw effects that trigger player choice
            (e.g. Mayhem, Stratagem) interact with the hook.
            Combat-only hook.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="player">Player whose turn started.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterPlayerTurnStartLate(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            CAREFUL! You should usually use AfterPlayerTurnStart instead of this.
            Runs after the start of a player's turn.
            Most of the time, this and <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterSideTurnStart(MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature},MegaCrit.Sts2.Core.Combat.ICombatState)"/> are interchangeable. However, if you need to make a
            player choice call, do it here. Otherwise, problems will arise when draw effects that trigger player choice
            (e.g. Mayhem, Stratagem) interact with the hook.
            Works just like AfterPlayerTurnStart, but runs after it.
            Combat-only hook.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="player">Player whose turn started.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeSideTurnEndVeryEarly(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature})">
            <summary>
            CAREFUL! You should usually use BeforeSideTurnEnd or BeforeSideTurnEndEarly instead of this.
            Runs before the end of a side's turn.
            Works just like BeforeSideTurnEnd and BeforeSideTurnEndEarly, but runs before either of them.
            Combat-only hook.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="side">Side whose turn ended.</param>
            <param name="participants">
            Creatures who participated in this turn.
            If a player took an extra turn in multiplayer, other players may be missing from this list, and the models
            they own should usually exit early in this case.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeSideTurnEndEarly(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature})">
            <summary>
            CAREFUL! You should usually use BeforeSideTurnEnd instead of this.
            Runs before the end of a side's turn.
            Works just like BeforeSideTurnEnd, but runs before it.
            Combat-only hook.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="side">Side whose turn ended.</param>
            <param name="participants">
            Creatures who participated in this turn.
            If a player took an extra turn in multiplayer, other players may be missing from this list, and the models
            they own should usually exit early in this case.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.BeforeSideTurnEnd(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature})">
            <summary>
            Runs before the end of a side's turn.
            Combat-only hook.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="side">Side whose turn ended.</param>
            <param name="participants">
            Creatures who participated in this turn.
            If a player took an extra turn in multiplayer, other players may be missing from this list, and the models
            they own should usually exit early in this case.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterSideTurnEnd(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature})">
            <summary>
            Runs after the end of a side's turn.
            Note: Enemy-damaging effects (Bedlam Beacon, The Bomb, etc) should NOT go in here. Put them in BeforeSideTurnEnd
            instead. Self-damaging effects (Acid Dust, Magic Bomb, etc) can go in here.
            Combat-only hook.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="side">Side whose turn ended.</param>
            <param name="participants">
            Creatures who participated in this turn.
            If a player took an extra turn in multiplayer, other players may be missing from this list, and the models
            they own should usually exit early in this case.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.AfterSideTurnEndLate(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature})">
            <summary>
            CAREFUL! You should usually use AfterSideTurnEnd instead of this.
            Runs after the end of a side's turn.
            Note: Enemy-damaging effects (Bedlam Beacon, The Bomb, etc) should NOT go in here. Put them in BeforeSideTurnEnd
            instead. Self-damaging effects (Acid Dust, Magic Bomb, etc) can go in here.
            Combat-only hook.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="side">Side whose turn ended.</param>
            <param name="participants">
            Creatures who participated in this turn.
            If a player took an extra turn in multiplayer, other players may be missing from this list, and the models
            they own should usually exit early in this case.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyAttackHitCount(MegaCrit.Sts2.Core.Commands.Builders.AttackCommand,System.Int32)">
            <summary>
            Modify the number of times the specified attack will hit.
            </summary>
            <param name="attack">Attack whose hit count we're modifying.</param>
            <param name="hitCount">The current number of times this attack should hit.</param>
            <returns>The new number of times this attack should hit.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyBlockAdditive(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.CardPlay)">
            <summary>
            Add to the amount of block that will be gained.
            Use this for effects that add amounts to existing block, like <see cref="T:MegaCrit.Sts2.Core.Models.Powers.DexterityPower"/> and <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Fasten"/>.
            </summary>
            <param name="target">Creature who will gain the block.</param>
            <param name="block">Initial amount of block.</param>
            <param name="props">ValueProp for the block.</param>
            <param name="cardSource">
            Card that will be adding the block.
            Null if the block is coming from something other than a card (like a Relic).
            </param>
            <param name="cardPlay">
            CardPlay that will be adding the block.
            Null if the block is not associated with a CardPlay.
            This can be null even if <paramref name="cardSource"/> is not null, because this is also called to preview block
            values on cards that are in your hand and haven't been played yet.
            </param>
            <returns>Amount of block to be added.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyBlockMultiplicative(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.CardPlay)">
            <summary>
            Multiply the amount of damage that will be gained.
            Use this for effects that multiply existing block by some amount, like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Unmovable"/> and <see cref="T:MegaCrit.Sts2.Core.Models.Powers.FrailPower"/>.
            </summary>
            <param name="target">Creature who will receive the block.</param>
            <param name="block">Initial amount of block.</param>
            <param name="props">ValueProp for the block.</param>
            <param name="cardSource">
            Card that will be adding the block.
            Null if the block is coming from something other than a card (like a Relic).
            </param>
            <param name="cardPlay">
            CardPlay that will be adding the block.
            Null if the block is not associated with a CardPlay.
            This can be null even if <paramref name="cardSource"/> is not null, because this is also called to preview block
            values on cards that are in your hand and haven't been played yet.
            </param>
            <returns>Amount that the block should be multiplied by.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyCardPlayCount(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Int32)">
            <summary>
            Modify the number of times the currently-being-played card will be played.
            Good for "Your next card is played twice" effects.
            </summary>
            <param name="card">The card that is being played.</param>
            <param name="playCount">The number of times it should be played.</param>
            <param name="target">Creature this card is targeting</param>
            <returns>The new number of times this card should be played.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyCardPlayResultPileTypeAndPosition(MegaCrit.Sts2.Core.Models.CardModel,System.Boolean,MegaCrit.Sts2.Core.Entities.Cards.ResourceInfo,MegaCrit.Sts2.Core.Entities.Cards.PileType,MegaCrit.Sts2.Core.Entities.Cards.CardPilePosition)">
            <summary>
            Modify the pile that the card will be put in after it is played, and the position it will have in that pile.
            </summary>
            <param name="card">The card that is being played.</param>
            <param name="isAutoPlay">
            Whether this card is being auto-played.
            False when the player plays the card manually from their hand.
            True when played automatically by an effect like <see cref="T:MegaCrit.Sts2.Core.Models.Powers.MayhemPower"/>.
            </param>
            <param name="resources">Info about the resources used when playing this card.</param>
            <param name="pileType">The type of pile that the card will currently be put in.</param>
            <param name="position">The position that the card will currently be put into in pileType.</param>
            <returns>The new type of pile that this card should be put in, and the position it should have.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyOrbPassiveTriggerCounts(MegaCrit.Sts2.Core.Models.OrbModel,System.Int32)">
            <summary>
            Modify the number of times an orb's passive will fire.
            Doesn't trigger if the passive is fired manually (ie loop).
            </summary>
            <param name="orb">Orb whose passive is being triggered.</param>
            <param name="triggerCount">The number of times the orb's passive should be triggered.</param>
            <returns></returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyCardRewardCreationOptions(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Runs.CardCreationOptions)">
            <summary>
            Modify the cards reward options before a card reward is generated from them.
            You may remove cards, add cards, or add duplicate cards (to increase the chances of that card showing up) to
            the card pool.
            </summary>
            <param name="player">The player who is being offered rewards.</param>
            <param name="options">What the card rewards are being generated for.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyCardRewardCreationOptionsLate(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Runs.CardCreationOptions)">
            <summary>
            CAREFUL! You should usually use <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyCardRewardCreationOptions(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Runs.CardCreationOptions)"/> instead of this.
            Modify the cards reward options before a card reward is generated from them.
            You may remove cards, add cards, or add duplicate cards (to increase the chances of that card showing up) to
            the card pool.
            </summary>
            <param name="player">The player who is being offered rewards.</param>
            <param name="options">What the card rewards are being generated for.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyCardRewardUpgradeOdds(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Models.CardModel,System.Decimal)">
            <summary>
            Modify the odds of a card reward being offered upgraded.
            </summary>
            <param name="player">Player who is being offered rewards.</param>
            <param name="card">Card reward.</param>
            <param name="odds">Initial odds of it being upgraded.</param>
            <returns>New odds of it being upgraded.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyDamageAdditive(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Add to the amount of damage that will be dealt.
            Use this for effects that add amounts to existing damage, like <see cref="T:MegaCrit.Sts2.Core.Models.Powers.StrengthPower"/> and <see cref="T:MegaCrit.Sts2.Core.Models.Powers.VigorPower"/>.
            </summary>
            <param name="target">Creature who will receive the damage.</param>
            <param name="amount">Current amount of damage that will be dealt.</param>
            <param name="props">ValueProp for damage.</param>
            <param name="dealer">Creature who will deal the damage.</param>
            <param name="cardSource">Card that will be dealing the damage.</param>
            <returns>Amount of damage to be added.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyDamageCap(MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Set the maximum amount of damage that will be dealt in a single hit.
            </summary>
            <param name="target">Creature who will receive the damage.</param>
            <param name="props">ValueProp for damage.</param>
            <param name="dealer">Creature who will deal the damage.</param>
            <param name="cardSource">Card that will be dealing the damage.</param>
            <returns></returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyDamageMultiplicative(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Multiply the amount of damage that will be dealt.
            Use this for effects that multiply existing damage by some amount, like <see cref="T:MegaCrit.Sts2.Core.Models.Powers.VulnerablePower"/> and <see cref="T:MegaCrit.Sts2.Core.Models.Powers.WeakPower"/>.
            </summary>
            <param name="target">Creature who will receive the damage.</param>
            <param name="amount">Current amount of damage that will be dealt.</param>
            <param name="props">ValueProp for damage.</param>
            <param name="dealer">Creature who will deal the damage.</param>
            <param name="cardSource">Card that will be dealing the damage.</param>
            <returns>Amount that the damage should be multiplied by.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyEnergyGain(MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal)">
            <summary>
            When the player is about to gain energy, modify the amount that they should gain.
            </summary>
            <param name="player">Player who will gain energy.</param>
            <param name="amount">Original amount of energy they would gain.</param>
            <returns>New amount of energy to gain.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyGoldGained(MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal)">
            <summary>
            When the player is about to gain gold, modify the amount that they should gain.
            </summary>
            <param name="player">Player who will gain gold.</param>
            <param name="amount">Original amount of gold they would gain.</param>
            <returns>New amount of gold to gain.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyGeneratedMap(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Map.ActMap,System.Int32)">
            <summary>
            Modify the dungeon map before it is set up.
            </summary>
            <param name="runState">Run state.</param>
            <param name="map">The generated map.</param>
            <param name="actIndex">The act index for which the map was generated.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyGeneratedMapLate(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Map.ActMap,System.Int32)">
            <summary>
            Annotate the dungeon map after all topology-replacing hooks have run.
            Must not replace the map (i.e., return a different ActMap instance) because this hook also
            runs on saved maps during multiplayer reconnect, where the topology must be preserved.
            Use this for quest markers, metadata, etc. To replace the map, use <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyGeneratedMap(MegaCrit.Sts2.Core.Runs.IRunState,MegaCrit.Sts2.Core.Map.ActMap,System.Int32)"/>.
            </summary>
            <param name="runState">Run state.</param>
            <param name="map">The generated map.</param>
            <param name="actIndex">The act index for which the map was generated.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyHandDraw(MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal)">
            <summary>
            Modify the amount of cards the player should draw at the start of their turn.
            </summary>
            <param name="player">Player who will draw the cards.</param>
            <param name="count">Original number of cards that would be drawn.</param>
            <returns>New amount of cards to be drawn.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyHandDrawLate(MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal)">
            <summary>
            CAREFUL! You should usually use ModifyHandDraw instead of this.
            Modify the amount of cards the player should draw at the start of their turn.
            </summary>
            <param name="player">Player who will draw the cards.</param>
            <param name="count">Original number of cards that would be drawn.</param>
            <returns>New amount of cards to be drawn.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyHpLostBeforeOsty(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Modify the amount of HP that will be lost by the target.
            This runs when damage is being dealt, after block is applied.
            This runs BEFORE damage is redirected from Necrobinder to Osty. If you want to modify damage AFTER this
            redirection, use <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyHpLostAfterOsty(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/>.
            Note: Only <see cref="T:MegaCrit.Sts2.Core.Models.Powers.DieForYouPower"/> causes damage redirection. If we ever get a second source of damage
            redirection, we should rename this method to be more general.
            </summary>
            <param name="target">Creature who will lose HP.</param>
            <param name="amount">Original amount of HP to be lost.</param>
            <param name="props">ValueProp for amount.</param>
            <param name="dealer">Creature who will be causing the HP loss.</param>
            <param name="cardSource">Card that will be causing the HP loss.</param>
            <returns>New amount of HP to be lost.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyHpLostBeforeOstyLate(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            CAREFUL! You should usually use ModifyHpLostBeforeOsty instead of this.
            Modify the amount of HP that will be lost by the target.
            This runs when damage is being dealt, after block is applied.
            This runs BEFORE damage is redirected from Necrobinder to Osty. If you want to modify damage AFTER this
            redirection, use <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyHpLostAfterOsty(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/>.
            Note: Only <see cref="T:MegaCrit.Sts2.Core.Models.Powers.DieForYouPower"/> causes damage redirection. If we ever get a second source of damage
            redirection, we should rename this method to be more general.
            </summary>
            <param name="target">Creature who will lose HP.</param>
            <param name="amount">Original amount of HP to be lost.</param>
            <param name="props">ValueProp for amount.</param>
            <param name="dealer">Creature who will be causing the HP loss.</param>
            <param name="cardSource">Card that will be causing the HP loss.</param>
            <returns>New amount of HP to be lost.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyHpLostAfterOsty(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Modify the amount of HP that will be lost by the target.
            This runs when damage is being dealt, after block is applied.
            This runs AFTER damage is redirected from Necrobinder to Osty. If you want to modify damage BEFORE this
            redirection, use <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyHpLostBeforeOsty(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/>.
            Note: Only <see cref="T:MegaCrit.Sts2.Core.Models.Powers.DieForYouPower"/> causes damage redirection. If we ever get a second source of damage
            redirection, we should rename this method to be more general.
            </summary>
            <param name="target">Creature who will lose HP.</param>
            <param name="amount">Original amount of HP to be lost.</param>
            <param name="props">ValueProp for amount.</param>
            <param name="dealer">Creature who will be causing the HP loss.</param>
            <param name="cardSource">Card that will be causing the HP loss.</param>
            <returns>New amount of HP to be lost.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyHpLostAfterOstyLate(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            CAREFUL! You should usually use ModifyHpLostAfterOsty instead of this.
            Modify the amount of HP that will be lost by the target.
            This runs when damage is being dealt, after block is applied.
            This runs AFTER damage is redirected from Necrobinder to Osty. If you want to modify damage BEFORE this
            redirection, use <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyHpLostBeforeOsty(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/>.
            Note: Only <see cref="T:MegaCrit.Sts2.Core.Models.Powers.DieForYouPower"/> causes damage redirection. If we ever get a second source of damage
            redirection, we should rename this method to be more general.
            </summary>
            <param name="target">Creature who will lose HP.</param>
            <param name="amount">Original amount of HP to be lost.</param>
            <param name="props">ValueProp for amount.</param>
            <param name="dealer">Creature who will be causing the HP loss.</param>
            <param name="cardSource">Card that will be causing the HP loss.</param>
            <returns>New amount of HP to be lost.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyMaxEnergy(MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal)">
            <summary>
            Modify the max energy a player has.
            </summary>
            <param name="player">Player who we are modifying.</param>
            <param name="amount">Current amount of max energy they have.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyMerchantCardPool(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel})">
            <summary>
            Modify the cards available in the merchant's card pool.
            You may remove cards, add cards, or add duplicate cards (to increase the chances of that card showing up).
            </summary>
            <param name="player">The player who is at the merchant.</param>
            <param name="options">The original options in the card pool.</param>
            <returns>The modified card pool.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyMerchantCardRarity(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Entities.Cards.CardRarity)">
            <summary>
            Modify the rarity of a merchant card entry
            </summary>
            <param name="player">The player who is at the merchant.</param>
            <param name="rarity">Original rarity of the merchant card entry.</param>
            <returns>New rarity.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyMerchantCardCreationResults(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.List{MegaCrit.Sts2.Core.Entities.Cards.CardCreationResult})">
            <summary>
            Modify the cards created to sell at the merchant.
            </summary>
            <param name="player">Player who is at the merchant</param>
            <param name="cards">
                CardCreationResults created to sell at the merchant.
                Note that they could already have been modified by another source.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyMerchantPrice(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Entities.Merchant.MerchantEntry,System.Decimal)">
            <summary>
            Modify the cost of items at the merchant.
            </summary>
            <param name="player">The player who is at the merchant.</param>
            <param name="entry">the merchant entry we are modifying the price for</param>
            <param name="cost">Original cost of the merchant item.</param>
            <returns>New cost of the merchant item.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyOrbValue(MegaCrit.Sts2.Core.Models.OrbModel,System.Decimal)">
            <summary>
            Modify orb value for this creature.
            </summary>
            <param name="orb">Orb we are modifying.</param>
            <param name="value">Original value that the orb would use for its action.</param>
            <returns>New value that the orb should use for its action.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyPowerAmountGivenAdditive(MegaCrit.Sts2.Core.Models.PowerModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Add to the amount of a power that will be applied by a creature.
            Use this for effects that add a flat amount to the power, like <see cref="T:MegaCrit.Sts2.Core.Models.Relics.SneckoSkull"/>.
            This runs before <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyPowerAmountGivenMultiplicative(MegaCrit.Sts2.Core.Models.PowerModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
            <param name="power">The power that will be applied.</param>
            <param name="giver">Creature who will be applying the power.</param>
            <param name="amount">Current amount of the power to be applied.</param>
            <param name="target">Optional creature who the power will be applied to.</param>
            <param name="cardSource">Optional card that applied the power.</param>
            <returns>Amount to add to the power.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyPowerAmountGivenMultiplicative(MegaCrit.Sts2.Core.Models.PowerModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Multiply the amount of a power that will be applied by a creature.
            Use this for effects that scale the power, like <see cref="T:MegaCrit.Sts2.Core.Models.Relics.UnsettlingLamp"/>.
            This runs after <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyPowerAmountGivenAdditive(MegaCrit.Sts2.Core.Models.PowerModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
            <param name="power">The power that will be applied.</param>
            <param name="giver">Creature who will be applying the power.</param>
            <param name="amount">Current amount of the power to be applied (after additive modifiers).</param>
            <param name="target">Optional creature who the power will be applied to.</param>
            <param name="cardSource">Optional card that applied the power.</param>
            <returns>Amount that the power should be multiplied by.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyRestSiteHealAmount(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal)">
            <summary>
            Modify the amount to be healed at the rest site.
            </summary>
            <param name="creature">Creature who will be healing (usually the player, but Osty when playing Necrobinder).</param>
            <param name="amount">The original amount that would be healed.</param>
            <returns>The new amount to be healed.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyShuffleOrder(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.List{MegaCrit.Sts2.Core.Models.CardModel},System.Boolean)">
            <summary>
            Modify the order in which cards are shuffled into the player's draw pile.
            </summary>
            <param name="player">Player whose draw pile is being shuffled.</param>
            <param name="cards">
            Cards that are being shuffled. Modifications made to this list will be reflected in the draw pile.
            </param>
            <param name="isInitialShuffle">
            True if this is the initial shuffle at the start of combat, false if this is a reshuffle during combat.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifySummonAmount(MegaCrit.Sts2.Core.Entities.Players.Player,System.Decimal,MegaCrit.Sts2.Core.Models.AbstractModel)">
            <summary>
            Modify the amount of a Summon.
            </summary>
            <param name="summoner">Player who is doing the summoning.</param>
            <param name="amount">Amount that is being summoned.</param>
            <param name="source">
            The model that this Summon came from. For example, <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Bodyguard"/> and <see cref="T:MegaCrit.Sts2.Core.Models.Relics.BoundPhylactery"/>
            pass themselves here.
            Null if the Summon did not come from any model (generally only relevant in tests).
            </param>
            <returns>The new amount to be summoned.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyUnblockedDamageTarget(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Modify the creature that will receive unblocked damage.
            </summary>
            <param name="target">Creature who will receive the damage.</param>
            <param name="amount">Amount of damage to be dealt.</param>
            <param name="props">ValueProp for amount.</param>
            <param name="dealer">Creature who will be dealing the damage.</param>
            <returns>New creature to receive the unblocked damage.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyNextEvent(MegaCrit.Sts2.Core.Models.EventModel)">
            <summary>
            Modify the current event for an event room
            </summary>
            <param name="currentEvent">The currently rolled event.</param>
            <returns>New event</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyUnknownMapPointRoomTypes(System.Collections.Generic.IReadOnlySet{MegaCrit.Sts2.Core.Rooms.RoomType})">
            <summary>
            Modify the room types that can be rolled when the player enters an unknown location.
            </summary>
            <param name="roomTypes">Room types that can be rolled.</param>
            <returns>New set of room types that can be rolled.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyOddsIncreaseForUnrolledRoomType(MegaCrit.Sts2.Core.Rooms.RoomType,System.Single)">
            <summary>
            When a room type is not chosen as the resolved room for an unknown map point, this modifies the increased odds
            that it will show up the next time.
            </summary>
            <param name="roomType">The room type whose odds are being increased.</param>
            <param name="oddsIncrease">The amount the room would increase odds without modification.</param>
            <returns>The modified odds increase.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyXValue(MegaCrit.Sts2.Core.Models.CardModel,System.Int32)">
            <summary>
            Modify the X-value used for an X-cost card's effect.
            </summary>
            <param name="card">Card whose X-value we're modifying</param>
            <param name="originalValue">Original X-value that we're modifying.</param>
            <returns>The new X-value to use.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyCardBeingAddedToDeck(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Models.CardModel@)">
            <summary>
            Runs before a card is added to deck to give relics an opportunity to modify the card.
            Note that this can be run as part of transformation as well.
            The new owner can be determined by checking card.Owner.
            </summary>
            <param name="card">Card that was put into a deck.</param>
            <param name="newCard">New card that should be put into the deck instead.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyCardBeingAddedToDeckLate(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Models.CardModel@)">
            <summary>
            NOTE: You probably want to use TryModifyCardBeingAddedToDeck instead!
            Runs before a card is added to deck to give relics an opportunity to modify the card.
            Note that this can be run as part of transformation as well.
            The new owner can be determined by checking card.Owner.
            </summary>
            <param name="card">Card that was put into a deck.</param>
            <param name="newCard">New card that should be put into the deck instead.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyCardRewardAlternatives(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Rewards.CardReward,System.Collections.Generic.List{MegaCrit.Sts2.Core.Entities.CardRewardAlternatives.CardRewardAlternative})">
            <summary>
            Modify the alternative options (options other than picking a card offered in a card reward).
            Ex: Skip, Heal +2 (Dream Catcher), Sacrifice (Pael Wing).
            </summary>
            <param name="player">Player to whom we are presenting the options.</param>
            <param name="cardReward">The reward that is being displayed.</param>
            <param name="alternatives">Card reward alternatives.</param>
            <returns>Whether the alternatives were modified.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyCardRewardOptions(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.List{MegaCrit.Sts2.Core.Entities.Cards.CardCreationResult},MegaCrit.Sts2.Core.Runs.CardCreationOptions)">
            <summary>
            Modifies the options for a card reward.
            </summary>
            <param name="player">The player receiving the rewards.</param>
            <param name="cardRewardOptions">Options in the card reward.</param>
            <param name="creationOptions">How the original cards were created.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyCardRewardOptionsLate(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.List{MegaCrit.Sts2.Core.Entities.Cards.CardCreationResult},MegaCrit.Sts2.Core.Runs.CardCreationOptions)">
            <summary>
            CAREFUL! You should usually use TryModifyCardRewardOptions instead of this.
            Modifies the options for a card reward.
            </summary>
            <param name="player">The player receiving the rewards.</param>
            <param name="cardRewardOptions">Options in the card reward.</param>
            <param name="creationOptions">How the original cards were created.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyEnergyCostInCombat(MegaCrit.Sts2.Core.Models.CardModel,System.Decimal,System.Decimal@)">
            <summary>
            Modify the amount of energy that a card will cost during combat.
            This will never be called while outside of combat.
            </summary>
            <param name="card">Card whose energy cost we're modifying.</param>
            <param name="originalCost">Original energy cost.</param>
            <param name="modifiedCost">Modified energy cost.</param>
            <returns>Whether the energy cost was modified</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyEnergyCostInCombatLate(MegaCrit.Sts2.Core.Models.CardModel,System.Decimal,System.Decimal@)">
            <summary>
            CAREFUL! You should usually use TryModifyEnergyCostInCombat instead of this.
            Modify the amount of energy that a card will cost during combat.
            This will never be called while outside of combat.
            </summary>
            <param name="card">Card whose energy cost we're modifying.</param>
            <param name="originalCost">Original energy cost.</param>
            <param name="modifiedCost">Modified energy cost.</param>
            <returns>Whether the energy cost was modified</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyKeywordsInCombat(MegaCrit.Sts2.Core.Models.CardModel,System.Collections.Generic.ISet{MegaCrit.Sts2.Core.Entities.Cards.CardKeyword})">
            <summary>
            Add or remove keywords on a card during combat. This is the global counterpart to the local keywords stored on
            the card itself (see <see cref="T:MegaCrit.Sts2.Core.Entities.Cards.KeywordSources"/>), and works just like <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyEnergyCostInCombat(MegaCrit.Sts2.Core.Models.CardModel,System.Decimal,System.Decimal@)"/>
            does for energy cost: a model contributes keywords for as long as it exists, with no explicit cleanup needed when
            it's removed.
            This will never be called while outside of combat.
            Mutate <paramref name="keywords"/> in place (add or remove).
            </summary>
            <param name="card">Card whose keywords we're modifying.</param>
            <param name="keywords">The card's current keyword set, to be mutated in place.</param>
            <returns>Whether the keyword set was modified.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyStarCost(MegaCrit.Sts2.Core.Models.CardModel,System.Decimal,System.Decimal@)">
            <summary>
            Modify the amount of star that a card will cost.
            </summary>
            <param name="card">Card whose star cost we're modifying.</param>
            <param name="originalCost">Original star cost.</param>
            <param name="modifiedCost">Modified star cost.</param>
            <returns>Whether the energy cost was modified</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyPowerAmountReceived(MegaCrit.Sts2.Core.Models.PowerModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal@)">
            <summary>
            Modify the amount of a power that will be applied to the target.
            </summary>
            <param name="canonicalPower">Canonical power that will be applied.</param>
            <param name="target">Creature who the power will be applied to.</param>
            <param name="amount">Original amount of the power to be applied.</param>
            <param name="applier">Optional creature who will be applying the power.</param>
            <param name="modifiedAmount">New amount of the power to be applied.</param>
            <returns>Whether the amount was modified.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyRestSiteOptions(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.ICollection{MegaCrit.Sts2.Core.Entities.RestSite.RestSiteOption})">
            <summary>
            Modify the options offered to the player when they enter a rest site.
            </summary>
            <param name="player">Player who owns the rest site options</param>
            <param name="options">Rest site options</param>
            <returns>Whether the options were modified.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyRestSiteHealRewards(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.List{MegaCrit.Sts2.Core.Rewards.Reward},System.Boolean)">
            <summary>
            Modify the rewards received when resting at the rest site. Normally this is empty.
            </summary>
            <param name="player">The player being offered rewards.</param>
            <param name="rewards">The rewards offered to the player.</param>
            <param name="isMimicked">
            Is a mimicked rest site heal?
            Used in spots that mimicking a rest site heal, but are not actual rest site heals.
            For example: <see cref="T:MegaCrit.Sts2.Core.Models.Events.DenseVegetation"/> mimicks a rest site heal when you select certain options.
            This should count as a rest site heal for <see cref="T:MegaCrit.Sts2.Core.Models.Relics.RegalPillow"/>, but not for <see cref="T:MegaCrit.Sts2.Core.Models.Modifiers.NightTerrors"/>.
            </param>
            <returns>Whether the rewards were modified.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyRewards(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.List{MegaCrit.Sts2.Core.Rewards.Reward},MegaCrit.Sts2.Core.Rooms.AbstractRoom)">
            <summary>
            Modify the rewards offered to the player.
            Remember that rewards can be generated in several ways:
            - As part of the end of an encounter
            - By relics like Orrery
            - At a rest site by Tiny Mailbox or Dreamcatcher
            - By an event like The Future of Potions
            </summary>
            <param name="player">The player being offered rewards.</param>
            <param name="rewards">The rewards offered to the player.</param>
            <param name="room">The room which the rewards are generated for. If this is null, then the rewards were generated
            as part of something that wasn't room completion (e.g. an event choice or a relic pickup).</param>
            <returns>Whether the rewards were modified.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.TryModifyRewardsLate(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.List{MegaCrit.Sts2.Core.Rewards.Reward},MegaCrit.Sts2.Core.Rooms.AbstractRoom)">
            <summary>
            CAREFUL! You should usually use TryModifyRewards instead of this.
            Modify the rewards offered to the player after completing a particular room/encounter.
            Works just like TryModifyRewards, but runs after it.
            </summary>
            <param name="player">The player being offered rewards.</param>
            <param name="rewards">Rewards</param>
            <param name="room">The room which the rewards are generated for. If this is null, then the rewards were generated
            as part of something that wasn't room completion (e.g. an event choice or a relic pickup).</param>
            <returns>Whether the rewards were modified.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyExtraRestSiteHealText(MegaCrit.Sts2.Core.Entities.Players.Player,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Localization.LocString})">
            <summary>
            Modify the extra text that will be displayed when the player heals at the rest site.
            Most implementors use this to add extra lines of text.
            </summary>
            <param name="player">The player who is at the rest site.</param>
            <param name="currentExtraText">The current extra text that will be displayed.</param>
            <returns>The new extra text that will be displayed.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldAddToDeck(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            If a card would be added to the player's deck, should it still be?
            </summary>
            <param name="card">Card to be added.</param>
            <returns>Whether to allow it.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldAfflict(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Models.AfflictionModel)">
            <summary>
            Should we allow the specified affliction to be added to this card?
            </summary>
            <param name="card">Card to be afflicted.</param>
            <param name="affliction">Affliction that would be added to the card.</param>
            <returns>Whether to allow the affliction.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldAllowAncient(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Models.AncientEventModel)">
            <summary>
            Should we allow the player to speak to this Ancient?
            Used by things like the Wax Choker relic.
            </summary>
            <param name="player">Player speaking to the Ancient.</param>
            <param name="ancient">Ancient the player is trying to speak to.</param>
            <returns>Whether to allow it.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldAllowHitting(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            If an effect would normally hit a creature, should it still?
            See <see cref="P:MegaCrit.Sts2.Core.Entities.Creatures.Creature.IsHittable"/> for how hitting differs from targeting.
            </summary>
            <param name="creature">Creature who we want to hit.</param>
            <returns></returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldAllowTargeting(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            If a player tries to target a creature, should they be allowed to?
            </summary>
            <param name="target">Creature who we want to target.</param>
            <returns>Whether to allow player to target creature.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldAllowSelectingMoreCardRewards(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Rewards.CardReward)">
            <summary>
            Called after a reward is selected at the rewards screen to determine whether or not we should close the rewards screen.
            </summary>
            <param name="player">Player to whom we are presenting the options.</param>
            <param name="cardReward">The reward that is being displayed.</param>
            <returns>True to allow the player to continue to select rewards, false otherwise.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldClearBlock(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            If a creature's block is about to be cleared, should it still be cleared?
            </summary>
            <param name="creature">Creature whose block is about to be cleared.</param>
            <returns>Whether the creature's block should still be cleared.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldDie(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            If a creature is about to die, should they still?
            </summary>
            <param name="creature">Creature who is about to die.</param>
            <returns>Whether the creature should still die.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldDieLate(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            CAREFUL! You should usually use ShouldDie instead of this.
            If a creature is about to die, should they still?
            Works just like ShouldDie, but runs after it.
            </summary>
            <param name="creature">Creature who is about to die.</param>
            <returns>Whether the creature should still die.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldDisableRemainingRestSiteOptions(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            After the player selects a Rest Site option, should we still disable the rest of them?
            </summary>
            <returns>Whether to disable remaining Rest Site options.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldDraw(MegaCrit.Sts2.Core.Entities.Players.Player,System.Boolean)">
            <summary>
            If a player is about to draw cards, should they still?
            </summary>
            <param name="player">Player is about to draw cards.</param>
            <param name="fromHandDraw">draw is part of the initial hand draw at the start of your turn.</param>
            <returns>Whether the player should still draw cards.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldEtherealTrigger(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            If Ethereal is about to trigger for a card, should it still?
            </summary>
            <param name="card">The card that is about to be Exhausted due to Ethereal.</param>
            <returns>Whether the card should still be Exhausted.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldFlush(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            If a player is about to flush their hand, should they still?
            </summary>
            <param name="player">Player who is about to flush their hand.</param>
            <returns>Whether the player should still flush their hand.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldGainStars(System.Decimal,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            If a player is about to gain stars, should they still?
            </summary>
            <param name="amount">Amount of stars they would gain.</param>
            <param name="player">Player who is about to gain stars.</param>
            <returns>Whether the player should still gain stars.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldGenerateTreasure(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            If a player is about to receive treasure from a treasure room, should they?
            </summary>
            <param name="player">Player who is about to receive the treasure.</param>
            <returns>Whether the player should receive the treasure.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldPayExcessEnergyCostWithStars(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            If a player is about to pay an energy cost that they don't have enough energy for, should they be allowed to
            spend stars to pay for the excess energy cost?
            </summary>
            <param name="player">Player who is about to spend energy.</param>
            <returns>Whether the player can spend stars to pay for the excess energy cost.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldPlay(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.AutoPlayType)">
            <summary>
            If a card is about to be played, should it still?
            </summary>
            <param name="card">Card that is about to be played</param>
            <param name="autoPlayType">The type of autoplay this card play is (ie played by echo form). None if its not an auto play.</param>
            <returns>Whether the card should still be played.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldPlayerResetEnergy(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            If the player's energy is about to be reset, should it be reset?
            If not, the player's max energy is still added on to the current amount.
            </summary>
            <returns>Whether the player's energy should be reset.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldProceedToNextMapPoint">
            <summary>
            If the player is attempting to proceed to the next point on the map, should they be allowed to?
            </summary>
            <returns>Whether to allow it.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldProcurePotion(MegaCrit.Sts2.Core.Models.PotionModel,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            If the player would procure the specified potion, should they still?
            </summary>
            <param name="potion">Potion we are procuring.</param>
            <param name="player">Player trying to procure the potion.</param>
            <returns>Whether to allow it.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldPowerBeRemovedOnDeath(MegaCrit.Sts2.Core.Models.PowerModel)">
            <summary>
            If the power should be removed after the creature has died. For things like Calcify
            which can prevent this.
            </summary>
            <returns>Whether the power should be removed on death</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldRefillMerchantEntry(MegaCrit.Sts2.Core.Entities.Merchant.MerchantEntry,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            If the player has just purchased something from the merchant, should the now-empty entry be refilled?
            </summary>
            <param name="entry">Entry that might be refilled.</param>
            <param name="player">Player who is at the merchant.</param>
            <returns>Whether the merchant entry should be refilled.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldAllowMerchantCardRemoval(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            At the merchant, should the player be allowed to remove cards?
            </summary>
            <param name="player">Player who is at the merchant.</param>
            <returns>True if the player should be allowed to remove cards, false otherwise.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldCreatureBeRemovedFromCombatAfterDeath(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            If this creature just died, should it be removed from combat?
            Usually true, but things like reviving powers should return false so they can revive the creature later.
            </summary>
            <param name="creature">Creature that died.</param>
            <returns>Whether the creature should be removed from combat.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldStopCombatFromEnding">
            <summary>
            If all enemies are dead, should we stop combat from ending?
            This should be set to true when all enemies are dead but new enemies are about to spawn.
            </summary>
            <returns>Whether combat should be marked as about to end</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldTakeExtraTurn(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            If the player should be allowed to take an extra turn.
            </summary>
            <param name="player">Player ending turn.</param>
            <returns>Whether to allow it.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldForcePotionReward(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Rooms.RoomType)">
            <summary>
            If true is returned from this hook, a potion will always be generated in the rewards for the room, no matter what.
            </summary>
            <param name="player">Player who is receiving the reward.</param>
            <param name="roomType">Type of room that the reward is being offered in.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AbstractModel.ShouldAllowFreeTravel">
            <summary>
            When the player is able to choose a map point, should they be allowed to choose any map point in the next row?
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.AchievementModel">
            <summary>
            Model which listens to events and unlocks an achievement when conditions are met.
            Note only combat-related achievements are unlocked this way. Some are unlocked via calls from nodes. Look at all uses
            of AchievementsUtil.Unlock to find all achievement unlocks.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Achievements.SkillIronclad1Achievement">
            <summary>
            Grants an achievement when the player exhausts a large number of cards in a single turn.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Achievements.SkillIronclad2Achievement">
            <summary>
            Grants an achievement when a player deals a large amount of damage in a single blow.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Achievements.SkillNecrobinder1Achievement">
            <summary>
            Grants an achievement when a player applies a large amount of Doom to a single creature.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Achievements.SkillNecrobinder2Achievement">
            <summary>
            Grants an achievement when the player applies a large amount of Strength to Osty.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Achievements.SkillRegent1Achievement">
            <summary>
            Grants an achievement when the player forges a Sovereign Blade which deals a large amount of damage.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Achievements.SkillRegent2Achievement">
            <summary>
            Grants an achievement when the player obtains a large number of Stars.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Achievements.SkillSilent1Achievement">
            <summary>
            Grants an achievement when a player plays a large number of Sly cards from a single card.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Achievements.SkillSilent2Achievement">
            <summary>
            Grants an achievement when the player applies a large amount of poison to a single creature.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ActModel.Index">
            <summary>
            The index where the act can appear when the list of acts is generated.
            0 => first act, 1 => second act, 2 => third act.
            Returns negative if this act should never be organically shown to the player.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ActModel.IsDefault">
            <summary>
            Whether this is the default unlocked act.
            For example, Overgrowth is unlocked by default, but Underdocks is not.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ActModel.MapTraveledColor">
            <summary>
            Color of the dots on the map after you've traveled through them.
            Also affects the color of the Boss and Ancient nodes.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ActModel.MapUntraveledColor">
            <summary>
            Color of the dots on the map for paths you haven't traveled.
            Also affects the color of the Boss node before you get adjacent to it.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ActModel.BaseNumberOfRooms">
            <summary>
            The number of rooms we have for an act, not including any external modifications (ie multiplayer)
            NOTE: this excludes the boss room or ancient room
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ActModel.GetNumberOfRooms(System.Boolean)">
            <summary>
            Returns the number of rooms we have for an act accounting for if we are in multiplayer or not.
            NOTE: this excludes the boss room or ancient room
            </summary>
            <returns></returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ActModel.GetNumberOfFloors(System.Boolean)">
            <summary>
            Returns the number of floors for this act, which includes the boss floor and ancient floor
            </summary>
            <param name="isMultiplayer"></param>
            <returns></returns>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ActModel.AllEncounters">
            <summary>
            All the monster encounters in this act.
            Do not put conditional checks in here.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ActModel.GenerateAllEncounters">
            <summary>
            Generates every encounter that is in this act.
            Overriden in subclasses, but should only be called once by <see cref="P:MegaCrit.Sts2.Core.Models.ActModel.AllEncounters"/> so it can be cached.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ActModel.IsUnlocked(MegaCrit.Sts2.Core.Unlocks.UnlockState)">
            <summary>
            Returns true if the act is unlocked given the passed unlock state, false otherwise.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ActModel.AllWeakEncounters">
            <summary>
            All the weak monster encounters in this act.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ActModel.AllRegularEncounters">
            <summary>
            All the regular (non-weak) monster encounters in this act.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ActModel.AllEliteEncounters">
            <summary>
            All the elite monster encounters in this act.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ActModel.AllBossEncounters">
            <summary>
            All the boss encounters in this act.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ActModel.AllMonsters">
            <summary>
            All the monsters you can encounter in this act.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ActModel.ChestSpineResourcePath">
            <summary>
            The path for this act's Treasure Chest Spine animation resource.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ActModel.ChestSpineSkinNameNormal">
            <summary>
            The normal (non-stroke) skin name for this act's chest.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ActModel.ChestSpineSkinNameStroke">
            <summary>
            The stroke-outline skin name for this act's chest.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ActModel.BossDiscoveryOrder">
            <summary>
            Overridden by ActModel to define what order bosses should be encountered in.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ActModel.AllAncients">
            <summary>
            All the Ancients that are available in this act.
            Ignores Unlocks/Epoch state.
            Does not include shared Ancients.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.ActModel._sharedAncientSubset">
            <summary>
            The subset of shared Ancients that will be available in a mutable act instance.
            Will differ from run to run.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ActModel.AllEvents">
            <summary>
            All the events that are available in this act (ignores Unlocks/Epoch state).
            Does not include shared events.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ActModel.GetUnlockedAncients(MegaCrit.Sts2.Core.Unlocks.UnlockState)">
            <summary>
            Returns every Ancient in this act that the player has unlocked.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ActModel.SetSharedAncientSubset(System.Collections.Generic.List{MegaCrit.Sts2.Core.Models.AncientEventModel})">
            <summary>
            Set the subset of shared Ancients that will be available in a mutable act instance.
            Generally called in <see cref="M:MegaCrit.Sts2.Core.Runs.RunManager.GenerateRooms"/>, and will differ from run to run.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ActModel.ValidateRoomsAfterLoad(MegaCrit.Sts2.Core.Random.Rng)">
            <summary>
            Called after a load. Re-generates specific rooms if necessary.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ActModel.BossEncounter">
            <summary>
            The boss encounter that has been rolled for this mutable instance of the act.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ActModel.SecondBossEncounter">
            <summary>
            The second boss encounter for Double Boss mode (Ascension 10+), if set.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ActModel.HasSecondBoss">
            <summary>
            Whether this act has a second boss (Double Boss ascension mode).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ActModel.Ancient">
            <summary>
            The Ancient event that has been rolled for this mutable instance of the act.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ActModel.CreateMap(MegaCrit.Sts2.Core.Runs.RunState,System.Boolean)">
            <summary>
            Creates the map for this act.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ActModel.GetRandomList(MegaCrit.Sts2.Core.Random.Rng,MegaCrit.Sts2.Core.Unlocks.UnlockState,System.Boolean)">
            <summary>
            Get a list of random ActModels.
            The ActModel at index 0 will be Act 1, index 1 will be Act 2, etc.
            This list is not _truly_ random; a given ActModel will only be rolled for the act index it belongs in.
            For example, Overgrowth may or may not be at index 0, but it will never be at index 1 or 2.
            </summary>
            <param name="rng">Rng to use for randomly rolling alternate acts.</param>
            <param name="unlockState">The object to use for checking unlock state.</param>
            <param name="isMultiplayer">Set to true if we are in a multiplayer run. Disables checking local progress save
            for alt acts.</param>
            <returns>Randomized list of acts.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ActModel.GetDefaultList">
            <summary>
            Get the default list of ActModels.
            Act 1 (index 0) is <see cref="T:MegaCrit.Sts2.Core.Models.Acts.Overgrowth"/>.
            Act 2 is <see cref="T:MegaCrit.Sts2.Core.Models.Acts.Hive"/>.
            Act 3 is <see cref="T:MegaCrit.Sts2.Core.Models.Acts.Glory"/>.
            </summary>
            <returns></returns>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.AfflictionModel.Card">
            <summary>
            Get the card that this is afflicting.
            This is almost never null, so we leave it as non-nullable to make it easier to use. If you really need to check
            for null, use <see cref="P:MegaCrit.Sts2.Core.Models.AfflictionModel.HasCard"/>.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.AfflictionModel.CombatState">
            <summary>
            Get the CombatState of the card that this is afflicting.
            Will never be null, since Afflictions are combat-only.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.AfflictionModel.CanAfflictUnplayableCards">
            <summary>
            Can this afflict Unplayable cards?
            Usually true, because Unplayable cards sometimes have Sly and we might want the affliction's effect to still
            trigger. Some exceptions for when it doesn't make sense (like one that makes the card cost more energy).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AfflictionModel.CanAfflict(MegaCrit.Sts2.Core.Models.CardModel)">
             <summary>
             Checks whether the specified card can be afflicted with this affliction. For example, Ringing can only
             afflict attacks, so this will return true if an Attack is passed, but false if a Skill is passed.
            
             Note: Do not override this method to REMOVE restrictions, just to ADD them. When you override it, make sure to
             call `base.CanAfflict`, and then add your own restrictions afterwards. You can also override some other methods
             to add specific types of restrictions (check AfflictionModel.cs for details).
             </summary>
             <param name="card">Card to check validity of.</param>
             <returns>Whether or not the specified card is valid to afflict with this.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AfflictionModel.PickRandomTargets(MegaCrit.Sts2.Core.Runs.RunRngSet,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel},System.Int32)">
            <summary>
            Chooses random targets out of a set of cards to afflict.
            </summary>
            <param name="rngSet">The RNG set to use. Does not use Card.Owner because we may be the canonical version.</param>
            <param name="cards">The possible cards to afflict.</param>
            <param name="count">Number of cards to afflict.</param>
            <returns>The cards to afflict.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AfflictionModel.ClearInternal">
            <summary>
            Remove this affliction from its card.
            Should only be called by <see cref="M:MegaCrit.Sts2.Core.Models.CardModel.ClearAfflictionInternal"/> and in tests.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Afflictions.Bound">
            <summary>
            Most of this Affliction's logic lives in <see cref="T:MegaCrit.Sts2.Core.Models.Powers.ChainsOfBindingPower"/>.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Afflictions.Entangled">
            <summary>
            This Affliction has no logic of its own.
            All logic lives in <see cref="T:MegaCrit.Sts2.Core.Models.Powers.TangledPower"/>.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Afflictions.Galvanized">
            <summary>
            Most of this Affliction's logic lives in <see cref="T:MegaCrit.Sts2.Core.Models.Powers.GalvanicPower"/>.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Afflictions.Hexed">
            <summary>
            Most of this Affliction's logic lives in <see cref="T:MegaCrit.Sts2.Core.Models.Powers.HexPower"/>.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Afflictions.Ringing">
            <summary>
            Most of this Affliction's logic lives in <see cref="T:MegaCrit.Sts2.Core.Models.Powers.RingingPower"/>.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Afflictions.Smog">
            <summary>
            This Affliction has no logic of its own.
            All logic lives in <see cref="T:MegaCrit.Sts2.Core.Models.Powers.SmoggyPower"/>.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Afflictions.Tainted">
            <summary>
            Most of this Affliction's logic lives in <see cref="T:MegaCrit.Sts2.Core.Models.Powers.TaintedPower"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AncientEventModel.DefineDialogues">
            <summary>
            Define the dialogue structure for this ancient. Each subclass must implement this
            to specify dialogues for all categories (first meeting, repeating, etc.).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AncientEventModel.CharKey``1">
            <summary>
            Convenience method to get a character's dictionary key from its type.
            Usage: CharKey&lt;Ironclad&gt;() returns "IRONCLAD".
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.AncientEventModel.AnyCharacterDialogueBlacklist">
            <summary>
            The characters for whom the "any character" dialogue options shouldn't be shown.
            For example, <see cref="T:MegaCrit.Sts2.Core.Models.Events.Tezcatara"/>'s "any character" dialogue is friendly, but they don't trust the
            <see cref="T:MegaCrit.Sts2.Core.Models.Characters.Defect"/>, so we blacklist them so we don't show these friendly dialogue options for them.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.AncientEventModel.DialogueColor">
            <summary>
            The color of the speech bubble in the Ancient events during Ancient Dialogue.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.AncientEventModel.GeneratedOptions">
            <summary>
            The initial options generated when entering an instance of this Ancient event.
            Will always be null in canonical events.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.AncientEventModel.RunHistoryIcon">
            <summary>
            The icon used for this Ancient in the Run History screen.
            Also used in other spots, like <see cref="T:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine"/>.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.AncientEventModel.HealedAmount">
            <summary>
            The amount of health the player healed upon entering this ancient.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AncientEventModel.RelicOption``1(System.String,System.String)">
            <summary>
            Generate an event option from a relic.
            This overload also generates an onChosen callback that makes the player obtain the specified relic and then
            finishes the event.
            </summary>
            <param name="pageName">Name of the page that this option is in, for metrics/gameinfo and loc. INITIAL by default.</param>
            <param name="customDonePage">custom page path that this choice goes to next</param>
            <typeparam name="T">Relic whose title, description, and HoverTips should be used for the event option.</typeparam>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.AncientEventModel.RelicOption(MegaCrit.Sts2.Core.Models.RelicModel,System.String,System.String)">
            <summary>
            Generate an event option from a relic.
            This overload also generates an onChosen callback that makes the player obtain the specified relic and then
            finishes the event.
            See <see cref="M:MegaCrit.Sts2.Core.Models.AncientEventModel.RelicOption``1(System.String,System.String)"/> for more details.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.BadgeModel">
            <summary>
            Model which listens to events and keeps track of stats for badges.
            This holds no backing data for the badge itself. See <see cref="T:MegaCrit.Sts2.Core.Models.Badges.Badge"/> for that.
            Only a few badges use this because most unlocks can be computed from the SerializedRun at the end of the run.
            Badge could probably get merged into this at some point, but be wary, because the IDs don't match up with the IDs
            generated for models.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.Badge">
            <summary>
            Data class for Badges.
            This is the actual backing class with the data for the badge. BadgeModel only exists to listen to combat events.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Badges.Badge.RequiresWin">
            <summary>
            By default, a badge requires you to win to obtain it.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Badges.Badge.BadgeBase">
            <summary>
            Given a Badge's Rarity, returns the appropriate asset that's used to hold the badge icon.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.BadgeRarity">
            <summary>
            The rarity used by Badges in the Run Summary screen.
            The rarity is based on how hard they are to get and reward bonus points the harder they are.
            Used for tiebreakers amongst players who have a tied score in the Leaderboards.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.BigDeck">
            <summary>
            Won with a deck of 40, 60, or 100 or more cards.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.BigDeck.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            Won with a deck of 40, 60, or 100 or more cards.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.CccCombo">
            <summary>
            Play 20 cards in a single turn.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.CccCombo.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            Play 20 cards in a single turn.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.CccComboModel">
            <summary>
            Play 20 cards in a single turn.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.Curses">
            <summary>
            Won with 5 or more Curses.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.Curses.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            Won with 5 or more Curses.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.DamageLeader">
            <summary>
            The player who dealt the most damage in a multiplayer game gets this badge.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.DamageLeader.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            The player who dealt the most damage in a multiplayer game gets this badge.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.DebufferModel">
            <summary>
            Keeps track of how many debuffs a player has applied.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.DoubleSnecko">
            <summary>
            Obtained both fake and real Snecko Eyes.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.DoubleSnecko.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            Obtained both fake and real Snecko Eyes.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.EliteKiller">
            <summary>
            Defeat X Elites. The more you kill, the higher the rarity.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.EliteKiller.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            Defeat X Elites. The more you kill, the higher the rarity.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.Famished">
            <summary>
            Won with Max HP reduced to less than half of your starting HP.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.Famished.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            Won with Max HP reduced to less than half of your starting HP.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.Glutton">
            <summary>
            Increased Max HP by a great amount and won.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.Glutton.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            Increased Max HP by a great amount and won.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.Healer">
            <summary>
            For each time you Mend in multiplayer, you get a higher tier badge!
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.Healer.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            For each time you Mend in multiplayer, you get a higher tier badge!
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.Highlander">
            <summary>
            Every card in the deck is unique (excluding Starters).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.Highlander.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            Every card in the deck is unique (excluding Starters).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.Honed">
            <summary>
            Deck contains 5+ of the same card
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.Honed.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            Deck contains 5+ of the same card
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.ILikeShiny">
            <summary>
            Have 25 or more relics on death (win or lose).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.ILikeShiny.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            Have 25 or more relics on death (win or lose).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.KaChing">
            <summary>
            Spent more than 1,000 Gold at the Merchant (aggregate).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.KaChing.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            Spent more than 1,000 Gold at the Merchant (aggregate).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.MoneyMoney">
            <summary>
            Win a run with 200, 400, 600 gold remaining.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.MoneyMoney.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            Win a run with 200, 400, 600 gold remaining.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.MysteryMachine">
            <summary>
            Traveled to 15 or more ? rooms.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.MysteryMachine.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            Traveled to 15 or more ? rooms.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.Perfect">
            <summary>
            Defeat a boss without taking damage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.Perfect.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            Defeat a boss without taking damage.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.Restful">
            <summary>
            The player rested at every rest site and won.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.Restful.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            The player rested at every rest site and won.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.Restless">
            <summary>
            The player won a run without ever resting.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.Restless.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            The player won a run without ever resting.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.Speedy">
            <summary>
            The faster you win a run, the better the badge!
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.Speedy.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            The faster you win a run, the better the badge!
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.TabletBadge">
            <summary>
            Won with 1 Max HP.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.TabletBadge.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            Won with 1 Max HP.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.TinyDeck">
            <summary>
            Won a run with 20, 10, 5 or fewer cards.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.TinyDeck.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            Won a run with 20, 10, 5 or fewer cards.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Badges.Whomper">
            <summary>
            THIS BADGE IS CURRENTLY NOT IN USE
            Deal more than 100 damage with a single card.
            DESIGN NOTE: Not a great badge because it overvalues a specific archetype.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Badges.Whomper.#ctor(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            THIS BADGE IS CURRENTLY NOT IN USE
            Deal more than 100 damage with a single card.
            DESIGN NOTE: Not a great badge because it overvalues a specific archetype.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.BestiaryMonsterMove">
            <summary>
            Encapsulates the data needed to play an animation and accompanied sfx for a
            "move" for a given creature in the Bestiary.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.#ctor(System.Int32,MegaCrit.Sts2.Core.Entities.Cards.CardType,MegaCrit.Sts2.Core.Entities.Cards.CardRarity,MegaCrit.Sts2.Core.Entities.Cards.TargetType,System.Boolean)">
            <summary>
            These values are constructor parameters rather than abstract properties to avoid virtual dispatch.
            Most cards have constant values for these properties, so storing them in fields eliminates the
            overhead of virtual method calls on every access. Cards with dynamic behavior (e.g., MadScience)
            can still override the virtual properties.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.MultiplayerConstraint">
            <summary>
            Manages card restrictions based on how many players there are in a run.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.VisualCardPool">
            <summary>
            Visually what pool we want the card to be from. Normally this is the same as the regular pool.
            It is not the case when we want it to be part of one pool, but look like its from another pool
            ie Trash Heap cards are event cards, but we want the colors to reflect their original character cards from sts1
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.Owner">
            <summary>
            Get the Player that this card belongs to.
            Will technically be null on a canonical card model and in certain edge-case timing moments (end of combat before
            transitioning to the next room), but we should rarely be checking that, so we leave this as non-nullable for
            convenience in 99% of cases.
            If you really need to check for null, override the warning with a comment.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.Pile">
            <summary>
            The pile which this card is in.
            Can be null when used by Card HoverTips, Card Rewards, Card Library, things like that.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.CanonicalEnergyCost">
             <summary>
             This card's "official" starting energy cost.
             This is what would appear on the card if it was printed out on paper.
            
             Note: If you want to check a card's canonical energy cost, use <see cref="P:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.Canonical"/> instead.
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.HasEnergyCostX">
             <summary>
             Whether this card has an energy cost of X.
             X-cost-cards automatically spend all of the player's remaining energy when played, and their effect is
             multiplied by the amount spent.
            
             Note: This exists on CardModel for the purposes of overriding in subclasses. If you want to check if a card has
             an energy cost of X, use <see cref="P:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.CostsX"/> instead.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.MockSetEnergyCost(MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost)">
            <summary>
            WARNING: Only use this in tests.
            Set this card's energy cost.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.EnergyCost">
            <summary>
            All energy-cost-related information and logic about this card.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.InvokeEnergyCostChanged">
            <summary>
            Internal method for <see cref="T:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost"/> to invoke the EnergyCostChanged event.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.ResolveEnergyXValue">
            <summary>
            Resolve this card's X energy value.
            Takes modifications to X values (like <see cref="T:MegaCrit.Sts2.Core.Models.Relics.ChemicalX"/>) into account.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.BaseReplayCount">
            <summary>
            The number of extra times this card's logic should be executed when it's played, excluding any effects from
            other models.
            Defaults to 0, but various effects can permanently set this to a higher value.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.GetEnchantedReplayCount">
            <summary>
            The number of extra times this card's logic should be executed when it's played, including any effects from
            this card's enchantment if it has one.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.CardModel._wasStarCostJustUpgraded">
            <summary>
            Was this card's star cost just recently upgraded?
            This is mainly used to show upgrade preview values in green.
            This should be cleared after the upgrade is complete.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.CurrentStarCost">
             <summary>
             Get this card's current star cost.
            
             This works just like <see cref="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.GetWithModifiers(MegaCrit.Sts2.Core.Entities.Cards.CostModifiers)"/> passing <see cref="F:MegaCrit.Sts2.Core.Entities.Cards.CostModifiers.Local"/> but
             for stars, and with one exception.
             If the card had no star cost (it was negative) and it is temporarily set to zero, then we still treat the card
             as if it has no star cost, so that it still doesn't show up on the card.
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.LastStarsSpent">
             <summary>
             The amount of stars most recently spent to play this card.
             Used when duplicating X-cost cards, to make sure the duplicates are played with the same value.
            
             WARNING: Only use this for calculations related to stars spent. If you're using this to calculate a cost-X-stars
             card's effect, use <see cref="M:MegaCrit.Sts2.Core.Models.CardModel.ResolveStarXValue"/> instead, as it will take X-value modifications (like
             <see cref="T:MegaCrit.Sts2.Core.Models.Relics.ChemicalX"/>) into account.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.ResolveStarXValue">
            <summary>
            Resolve this card's X star value.
            Takes modifications to X values (like <see cref="T:MegaCrit.Sts2.Core.Models.Relics.ChemicalX"/>) into account.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.TargetType">
            <summary>
            Defines who what creature we should be targeting/highlighting. Some examples:
            - AnyEnemy means that this is a single target attack.
            - AllEnemies: this is an AOE attack so highlight all valid enemies
            - Self: This is a power applied to the player, highlight the players character
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.LocalKeywords">
            <summary>
            The keywords applied directly to this card: its canonical keywords, plus any added by <see cref="M:MegaCrit.Sts2.Core.Models.CardModel.AddKeyword(MegaCrit.Sts2.Core.Entities.Cards.CardKeyword)"/>,
            minus any removed by <see cref="M:MegaCrit.Sts2.Core.Models.CardModel.RemoveKeyword(MegaCrit.Sts2.Core.Entities.Cards.CardKeyword)"/>. This is the persistent, instance-owned keyword state; it is
            what gets cloned, and is unaffected by other models in the combat state.
            See <see cref="F:MegaCrit.Sts2.Core.Entities.Cards.KeywordSources.Local"/> for more details.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.Keywords">
            <summary>
            This card's current keywords, including both local keywords (<see cref="F:MegaCrit.Sts2.Core.Entities.Cards.KeywordSources.Local"/>) and any
            global keywords (<see cref="F:MegaCrit.Sts2.Core.Entities.Cards.KeywordSources.Global"/>) granted by other models in the combat state (e.g.
            Ethereal from <see cref="T:MegaCrit.Sts2.Core.Models.Powers.HexPower"/>). See <see cref="M:MegaCrit.Sts2.Core.Models.CardModel.GetKeywordsWithSources(MegaCrit.Sts2.Core.Entities.Cards.KeywordSources)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.GetKeywordsWithSources(MegaCrit.Sts2.Core.Entities.Cards.KeywordSources)">
            <summary>
            Get this card's keywords, including the specified source types.
            This mirrors <see cref="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.GetWithModifiers(MegaCrit.Sts2.Core.Entities.Cards.CostModifiers)"/>: local keywords live on the card, while global
            keywords are computed on demand from other models in the combat state and are never stored.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.Tags">
             <summary>
             This card's tags. See <see cref="T:MegaCrit.Sts2.Core.Entities.Cards.CardTag"/> for details on how to use these.
            
             NOTE: The current implementation assumes a card's tags will never change. If we ever need to dynamically add or
             remove tags after creation, change this to work more like Keywords.
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.ExhaustOnNextPlay">
             <summary>
             This is used for cards like Havoc and Cinder to mark cards that should be sent to the exhaust pile instead
             of the discard pile on their next play.
            
             TODO: This might be kind of a hacky solution. We should look into other ways to pass this info along.
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.ShouldRetainThisTurn">
            <summary>
            Should this card be retained this turn?
            True if the card has the Retain keyword, or if some effect like Well-Laid Plans has made it retain for a single
            turn and it's still that turn.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.IsSlyThisTurn">
            <summary>
            Is this card Sly this turn?
            True if the card has the Sly keyword, or if some effect like Hand Trick has made it Sly for a single turn.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.CanBeGeneratedInCombat">
             <summary>
             Whether or not playing this card can heal the player or their pets, either directly (like Feed) or by giving
             you something else that can heal you (like Alchemize giving you a Regen Potion).
            
             Used primarily to filter cards out of random in-combat generation effects, to avoid making annoying
             "optimal play" behavior.
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.CanBeGeneratedByModifiers">
            <summary>
            Used to filter cards out of modifier pools. Ancient curses and Ascender's Bane should not be generated by Cursed
            Run.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.OrbEvokeType">
             <summary>
             Manages if and how a card will Evoke an Orb.
             Applies to cards like Dualcast, which say "Evoke your next Orb".
             Does NOT apply to cards that may evoke an Orb as a side-effect (like Zap's channeling causing an Orb to evoke).
            
             Used primarily to visually update the numbers displayed on your Orbs to reflect their Evoke values while
             dragging a card.
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.GainsBlock">
             <summary>
             Whether or not playing this card gains you block immediately.
             True for cards like Defend and Survivor.
             False for cards like Shadowmeld (which doesn't gain you block until you play an attack after).
            
             Used for things like filtering the Nimble enchantment's targets.
             Also automatically sets the block HoverTip.
            
             Note: Don't convert this into a CardTag. It's used by the system for automatic Osty targeting behavior.
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.IsBasicStrikeOrDefend">
             <summary>
             Is this card one of the basic Strikes or Defends that you start the game with?
            
             Used for things like Pandora's Box that only operate on these specific starter cards.
             </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.CardModel._cloneOf">
            <summary>
            The card that this is a clone of. Null when this card is not a clone (which is most of the time).
            Clones are exactly the same as any other type of card, we just keep track of the original to make some effects
            easier to implement (like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Terraforming"/>).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.IsClone">
            <summary>
            Whether or not this card is considered a clone. See <see cref="P:MegaCrit.Sts2.Core.Models.CardModel.CloneOf"/> for more info on clones.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.DupeOf">
             <summary>
             The card that this is a duplicate of. Null when this card is not a duplicate (which is most of the time).
            
             Dupes behave slightly differently from original cards in some situations. For example:
             * After playing a dupe, it is sent to the Limbo pile, rather than Discard/Exhaust.
             * Dupes cannot be further duplicated by effects like Duplication Potion.
             * If an X-cost card is duped, the dupe retains the X-value from the original.
             </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.CardModel._isDupe">
            <summary>
            Whether or not this card is considered a duplicate. See <see cref="P:MegaCrit.Sts2.Core.Models.CardModel.DupeOf"/> for more info on dupes.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.UpgradePreviewType">
            <summary>
            Is this card currently appearing as a previewed upgrade in <see cref="T:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview"/>?
            And if so, what type of upgrade preview is it?
            This is to facilitate having upgrade previews reflect power values from the player in combat (i.e. Armaments).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.IsPlayable">
            <summary>
            Override this property to add extra conditions to check before allowing play.
            For example, Grand Finale is only playable if your draw pile is empty, so it would override this.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.ShouldShowInCardLibrary">
            <summary>
            Set via constructor parameter to block a card from appearing in the Card Library screen.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.ShouldGlowGoldInternal">
            <summary>
            Override this property to add conditions to check to determine whether to show a gold glow on this card.
            For example, Evil Eye adds 6 extra block if you've exhausted a card this turn, so it would override this.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.ShouldGlowRedInternal">
            <summary>
            Override this property to add conditions to check to determine whether to show a red glow on this card.
            For example, Normality should glow red when it blocks card plays.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.IsEnchantmentPreview">
            <summary>
            Is this card currently appearing as a previewed enchanted card in <see cref="T:MegaCrit.Sts2.Core.Nodes.Cards.NEnchantPreview"/>?
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.CurrentPlayIndex">
            <summary>
            Index of the play currently in progress while this card is being played (0 = first play, 1 = first Replay,
            etc.). Lets damage previews reflect mid-Replay state before the current play's History entry has been logged.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.HasBeenRemovedFromState">
            <summary>
            Set to true when this card is removed from the combat/run state (happens pretty rarely, like when a card is
            transformed or removed from the player's deck).
            Set to false when the card is added _back_ to the combat/run state (even more rarely, like when
            <see cref="T:MegaCrit.Sts2.Core.Models.Monsters.ThievingHopper"/> steals a card and then you add it back to your deck later).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.RunState">
            <summary>
            The state of the run that this card exists in.
            Null for cards that exist outside of a run (in the Compendium, in preview HoverTips, etc.)
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.CombatState">
            <summary>
            The state of the combat that this card exists in.
            Null for cards that exist outside of a combat (deck cards, cards offered in rewards or at events, etc.)
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.CardScope">
            <summary>
            The lowest-level scope that this card exists in.
            Combat takes precedence over run, since all cards in a run have a <see cref="P:MegaCrit.Sts2.Core.Models.CardModel.RunState"/>, but cards that have been added
            to combat also have a CombatState.
            Note: For operations that need a scope during combat, we check the owner's CombatState as a fallback because
            CombatState is null for cards in non-combat piles (like the deck).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.AfterCreated">
            <summary>
            Extra logic that should be run after the card is created (NOT during deserialization).
            At this point, the card will have an owner, and will be in a <see cref="P:MegaCrit.Sts2.Core.Models.CardModel.CombatState"/> or <see cref="P:MegaCrit.Sts2.Core.Models.CardModel.RunState"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.AfterDeserialized">
            <summary>
            Extra logic that should be run after deserializing.
            This should rarely be overridden, just for very unusual cards like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.MadScience"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.UpgradeStarCostBy(System.Int32)">
            <summary>
            Upgrade the star cost of this card by the specified amount.
            This is meant to be called in OnUpgrade.
            </summary>
            <param name="addend">Amount to add to the current cost (usually negative).</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.GiveSingleTurnRetain">
            <summary>
            Set this card to be retained this turn.
            Will be cleared at the end of the turn.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.GiveSingleTurnSly">
            <summary>
            Set this card to be Sly this turn.
            Will be cleared at the end of the turn.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.UpdateDynamicVarPreview(MegaCrit.Sts2.Core.Entities.Cards.CardPreviewMode,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVarSet)">
            <summary>
            Updates the dynamic variables of this card based on hooks (i.e damage, block, and powers).
            This is so powers and relic modifications to these values can be reflected in card descriptions.
            </summary>
            <param name="previewMode">
            The type of preview to show in the card's visuals. See <see cref="T:MegaCrit.Sts2.Core.Entities.Cards.CardPreviewMode"/> for details.
            </param>
            <param name="target">Creature who this card is targeting, if it exists.</param>
            <param name="dynamicVarSet">The dynamic variables for this card.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.EnchantInternal(MegaCrit.Sts2.Core.Models.EnchantmentModel,System.Decimal)">
            <summary>
            Add an Enchantment to this card.
            </summary>
            <remarks>
            You should generally use CardCommands.Enchant instead of this method. If you do use this method, you may need to
            call <see cref="M:MegaCrit.Sts2.Core.Models.EnchantmentModel.ModifyCard"/> after.
            </remarks>
            <param name="enchantment">Enchantment to add.</param>
            <param name="amount">Amount to set on the added enchantment.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.AfflictInternal(MegaCrit.Sts2.Core.Models.AfflictionModel,System.Decimal)">
            <summary>
            Add an Affliction to this card.
            </summary>
            <remarks>You should generally use CardCmd.Afflict instead of this method.</remarks>
            <param name="affliction">Affliction to add.</param>
            <param name="amount">Amount to set on the added affliction</param>
            <returns>Whether or not adding the affliction was successful.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.GetStarCostWithModifiers">
            <summary>
            Get this card's current star cost, including all modifiers.
            Usually, this will just be the same as CurrentStarCost, but there are 2 exceptions:
            1. X-cost cards will return the amount of stars that will be spent to play them instead of a 0 placeholder value.
            2. Effects that modify star costs will be reflected here.
            </summary>
            <returns>Current energy cost including modifiers.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.CostsEnergyOrStars(System.Boolean)">
            <summary>
            Does this card have an energy or star (or both) cost?
            Used by effects that make cards totally free (no energy OR star cost), to avoid selecting cards that are already
            free.
            </summary>
            <param name="includeGlobalModifiers">
            Whether to include global modifiers in the cost.
            See <see cref="F:MegaCrit.Sts2.Core.Entities.Cards.CostModifiers.Global"/> for details.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.OnPlay(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Cards.CardPlay)">
            <summary>
            Override this method for when this card is played.
            </summary>
            <param name="choiceContext"></param>
            <param name="cardPlay">The CardPlay that is being executed.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.OnEnqueuePlayVfx(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Override this method to add VFX that should run the moment the mouse is released when playing this card.
            This is different from OnPlay, which is meant for game logic (dealing damage, gaining block, etc.), and won't
            run until the card play action is dequeued from the action queue.
            WARNING: Don't put any game logic in here! It might do things you don't expect.
            </summary>
            <param name="target">Creature that this card is targeting. Should be null for un-targeted cards.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.OnUpgrade">
            <summary>
            Override this method with logic for when this card is upgraded.
            To upgrade a card's dynamic vars, use <see cref="M:MegaCrit.Sts2.Core.Localization.DynamicVars.DynamicVar.UpgradeValueBy(System.Decimal)"/>.
            To upgrade a card's energy cost, use <see cref="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.UpgradeBy(System.Int32)"/>.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.HasTurnEndInHandEffect">
            <summary>
            Override this property to run this card's <see cref="M:MegaCrit.Sts2.Core.Models.CardModel.OnTurnEndInHand(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext)"/> when the player ends the turn with this
            card in their hand.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.OnTurnEndInHand(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext)">
            <summary>
            Override this method for when the player ends the turn with this card in their hand.
            NOTES:
            * You must also override <see cref="P:MegaCrit.Sts2.Core.Models.CardModel.HasTurnEndInHandEffect"/> to return true.
            * While this method is being run, this card will be in the Play pile.
            * After this method is run, this card will be added to the Discard pile.
            </summary>
            <param name="choiceContext">The choice context to use in the event of a player choice.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.CanPlayTargeting(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Can this card be played with the specified creature as the target?
            </summary>
            <param name="target">Creature for this card to target. Null when attempting to play with no target (like Defend).</param>
            <returns>Whether the card can be played with the specified target.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.CanPlay">
            <summary>
            Can this card be played?
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.CanPlay(MegaCrit.Sts2.Core.Entities.Cards.UnplayableReason@,MegaCrit.Sts2.Core.Models.AbstractModel@)">
            <summary>
            Can this card be played?
            </summary>
            <param name="reason">
            Out param containing the reason that this card cannot be played (None if it can be played).
            </param>
            <param name="preventer">
            First model that made this card unable to be played (null if there is no preventer).
            </param>
            <returns>Whether this card can be played.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.IsValidTarget(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Returns true if target is valid for this card.
            NOTE: This operates differently than potions! Do not try to unify this with PotionModel.IsValidTarget unless you
            change UI targeting; namely, PotionModel's TargetType.Self passes a target, whereas this one doesn't.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.SpendResources">
            <summary>
            Spend the resources required to play this card.
            </summary>
            <returns>The energy and stars spent.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.OnPlayWrapper(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Boolean,MegaCrit.Sts2.Core.Entities.Cards.ResourceInfo,System.Boolean)">
            <summary>
            Run all the logic for playing this card.
            </summary>
            <param name="choiceContext">The context that is signalled in the event of a player choice.</param>
            <param name="target">The creature that this card is targeting. Null for un-targeted cards.</param>
            <param name="isAutoPlay">
            Whether this card is being auto-played.
            False when the player plays the card manually from their hand.
            True when played automatically by an effect like <see cref="T:MegaCrit.Sts2.Core.Models.Powers.MayhemPower"/>.
            </param>
            <param name="resources">Info about the resources used when playing this card.</param>
            <param name="skipCardPileVisuals">Skip card pile visuals (tween to/from pile, smoke puff VFX, etc).</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.GeneratePlayCount(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Generate the number of times this card's OnPlay effects should be executed when it's played.
            Runs hooks to modify the play count, including state-modifying hooks like
            <see cref="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterModifyingCardPlayCount(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Models.CardModel,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.AbstractModel})"/>. This means you can only run this method in situations where it's
            okay to modify combat state (i.e. not as part of previews).
            </summary>
            <param name="combatState">The combat state that this card is being played in.</param>
            <param name="target">The creature that this card is targeting. Null for un-targeted cards.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.PlayPowerCardFlyVfx">
            <summary>
            Plays the VFX which makes the card swirl and fly into the player.
            Should only be done for power cards.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.GetResultPileTypeForCardPlay">
            <summary>
            Get the pile that this card should be moved to after being played.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.MoveToResultPileWithoutPlaying(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext)">
            <summary>
            Send the card to the correct pile after it was attempted to be played while unplayable.
            This is the same as MoveCardToResultPileAfterPlay with one important exception: Power cards do not get sent
            to Limbo, and instead get sent to the discard.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.UpgradeInternal">
             <summary>
             WARNING: If you're thinking of calling this from inside a model, you probably want
             <see cref="M:MegaCrit.Sts2.Core.Commands.CardCmd.Upgrade(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Nodes.CommonUi.CardPreviewStyle)"/> instead.
            
             Upgrade this card. This does not run any hooks.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.FinalizeUpgradeInternal">
            <summary>
            Finalize an upgrade after calling UpgradeInternal. This clears out state that is used for displaying an upgrade
            preview.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.AfterDowngraded">
            <summary>
            Gives cards a chance to add extra "cleanup" logic for downgrades.
            No-op by default.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.CreateClone">
            <summary>
            Create a clone of this card.
            Clones must only be created in combat; for run-level clones, see <see cref="M:MegaCrit.Sts2.Core.Runs.ICardScope.CloneCard(MegaCrit.Sts2.Core.Models.CardModel)"/>.
            See <see cref="P:MegaCrit.Sts2.Core.Models.CardModel.CloneOf"/> for more info on clones, and the difference between a clone and a dupe.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.CreateDupe">
            <summary>
            Create a dupe of this card.
            See <see cref="P:MegaCrit.Sts2.Core.Models.CardModel.DupeOf"/> for more info on dupes, and the difference between a clone and a dupe.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardModel.FromSerializable(MegaCrit.Sts2.Core.Saves.Runs.SerializableCard)">
            <summary>
            Create a CardModel from a SerializableCard.
            Be careful calling this! Make sure all callers eventually use <see cref="T:MegaCrit.Sts2.Core.Runs.ICardScope"/> to add the card to the
            correct scope.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.RunAssetPaths">
            <summary>
            Returns all card-related asset paths for a run.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardModel.ExtraRunAssetPaths">
            <summary>
            Cards can define VFX that are displayed in combat here.
            These are not preloaded when only the card would be displayed, e.g. in the compendium.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardPoolModel.DeckEntryCardColor">
            <summary>
            The color of the card back when viewing a card from this pool in the Run History screen.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardPoolModel.EnergyOutlineColor">
            <summary>
            The color of the outline of the text in this card's Energy UI.
            It must blend with the energy icon of this card!
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardPoolModel.AllCards">
            <summary>
            Get every card in this pool (ignores Unlocks/Epoch state).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardPoolModel.AllCardIds">
            <summary>
            Get the IDs of every card in this pool (ignores Unlocks/Epoch state).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardPoolModel.GenerateAllCards">
            <summary>
            Generates every card in this pool (ignores Unlocks/Epoch state).
            Overridden in subclasses, but should only be called once by <see cref="P:MegaCrit.Sts2.Core.Models.CardPoolModel.AllCards"/> so it can be cached.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardPoolModel.GetUnlockedCards(MegaCrit.Sts2.Core.Unlocks.UnlockState,MegaCrit.Sts2.Core.Entities.Cards.CardMultiplayerConstraint)">
            <summary>
            Returns every card in this pool that the player has unlocked.
            This excludes cards that haven't been unlocked via certain epochs. We also can filter cards based on whether
            they are allowed to appear during a singleplayer or multiplayer run.
            <param name="unlockState">Used to filter cards through unlocked epochs.</param>
            <param name="multiplayerConstraint">Used to filter cards based on if this is a singleplayer or multiplayer run.</param>
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CardPoolModel.FilterThroughEpochs(MegaCrit.Sts2.Core.Unlocks.UnlockState,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel})">
            <summary>
            Returns a list of cards but prunes out cards if the associated Epochs aren't revealed.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CardPoolModel.IsColorless">
            <summary>
            Is this a colorless card pool?
            False for card pools that are associated with a specific character (like <see cref="T:MegaCrit.Sts2.Core.Models.CardPools.IroncladCardPool"/>), true
            for other card pools (like <see cref="T:MegaCrit.Sts2.Core.Models.CardPools.ColorlessCardPool"/> or <see cref="T:MegaCrit.Sts2.Core.Models.CardPools.EventCardPool"/>).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Cards.Bombardment.AfterAutoPrePlayPhaseEnteredEarly(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <remarks>
            We use Early here to prevent it from double-triggering if another auto-pre-play phase effect (like
            <see cref="T:MegaCrit.Sts2.Core.Models.Powers.MayhemPower"/>) also causes it to Exhaust.
            </remarks>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Cards.DeprecatedCard">
            <summary>
            Placeholder event if we can't find the card we are looking for (such as in the case that it's been deprecated)
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Cards.DeprecatedCard.#ctor">
            <summary>
            Placeholder event if we can't find the card we are looking for (such as in the case that it's been deprecated)
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Cards.Discovery.MockSelectedCard(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            ONLY USE THIS IN TESTS!
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Cards.Hegemony">
            <summary>
            The only difference between the starting Strike cards are portrait, attack vfx, and color.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Cards.Hegemony.#ctor">
            <summary>
            The only difference between the starting Strike cards are portrait, attack vfx, and color.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Cards.KnockoutBlow">
            <summary>
            The only difference between the starting Strike cards are portrait, attack vfx, and color.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Cards.KnockoutBlow.#ctor">
            <summary>
            The only difference between the starting Strike cards are portrait, attack vfx, and color.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Cards.MadScience.MockedChaosCard">
            <summary>
            Used for tests.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Cards.MadScience.MockChaosCard(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            ONLY USE THIS IN TESTS!
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Cards.Rampage.ExtraDamageFromPlays">
            <summary>
            Required so we can restore the extra damage amount after a downgrade (ie Magiknight)
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Cards.Soul.CreateInHand(MegaCrit.Sts2.Core.Entities.Players.Player,System.Int32,MegaCrit.Sts2.Core.Combat.ICombatState)">
            <summary>
            Create new Soul cards, owned by the specified player, and add them to their hand.
            </summary>
            <param name="owner">Player who will own the Soul cards.</param>
            <param name="amount">Number of Soul cards to create.</param>
            <param name="combatState">CombatState to create the Soul cards in.</param>
            <returns>The newly-created Soul cards.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Cards.Soul.Create(MegaCrit.Sts2.Core.Entities.Players.Player,System.Int32,MegaCrit.Sts2.Core.Combat.ICombatState)">
            <summary>
            Create new Soul cards, owned by the specified player.
            </summary>
            <param name="owner">Player who will own the Soul cards.</param>
            <param name="amount">Number of Soul cards to create.</param>
            <param name="combatState">CombatState to create the Soul cards in.</param>
            <returns>The newly-created Soul cards.</returns>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Cards.SovereignBlade.TargetType">
            <remarks>
            Dynamic TargetType based on whether the player has <see cref="T:MegaCrit.Sts2.Core.Models.Powers.SeekingEdgePower"/>.
            </remarks>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Cards.SovereignBlade.GainsBlock">
            <remarks>
            Dynamic GainsBlock based on whether the player has <see cref="T:MegaCrit.Sts2.Core.Models.Powers.ParryPower"/>.
            </remarks>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Cards.Splash.MockGeneratedCard(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            ONLY USE THIS IN TESTS!
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Cards.StrikeDefect">
            <summary>
            The only difference between the starting Strike cards are portrait, attack vfx, and color.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Cards.StrikeDefect.#ctor">
            <summary>
            The only difference between the starting Strike cards are portrait, attack vfx, and color.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Cards.StrikeIronclad">
            <summary>
            The only difference between the starting Strike cards are portrait, attack vfx, and color.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Cards.StrikeIronclad.#ctor">
            <summary>
            The only difference between the starting Strike cards are portrait, attack vfx, and color.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Cards.StrikeNecrobinder">
            <summary>
            The only difference between the starting Strike cards are portrait, attack vfx, and color.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Cards.StrikeNecrobinder.#ctor">
            <summary>
            The only difference between the starting Strike cards are portrait, attack vfx, and color.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Cards.StrikeRegent">
            <summary>
            The only difference between the starting Strike cards are portrait, attack vfx, and color.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Cards.StrikeRegent.#ctor">
            <summary>
            The only difference between the starting Strike cards are portrait, attack vfx, and color.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Cards.StrikeSilent">
            <summary>
            The only difference between the starting Strike cards are portrait, attack vfx, and color.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Cards.StrikeSilent.#ctor">
            <summary>
            The only difference between the starting Strike cards are portrait, attack vfx, and color.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Cards.UltimateDefend.CanonicalTags">
            <summary>
            Yes, Ultimate Defend counts as a Defend for the purposes of effects like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Fasten"/>.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CharacterModel.IsPlayable">
            <summary>
            Is this a playable character?
            True for the characters that can be played in the game.
            False for test characters (<see cref="T:MegaCrit.Sts2.Core.Models.Characters.Deprived"/>), meta-characters (<see cref="T:MegaCrit.Sts2.Core.Models.Characters.RandomCharacter"/>), etc.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CharacterModel.Title">
            <summary>
            The name of the character. e.g. Ironclad, Silent, etc.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CharacterModel.TitleObject">
            <summary>
            The name of the character in object form.
            This is the same as Title in english, but may be different in other languages.
            For example,
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CharacterModel.NameColor">
            <summary>
            Color used when rendering this character's name in the Statistics screen.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CharacterModel.Gender">
            <summary>
            The gender of the character for grammatical purposes.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CharacterModel.UnlocksAfterRunAs">
            <summary>
            What character do you need to do a run with to unlock this one?
            Returns null if there is no pre-requisite character.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CharacterModel.DialogueColor">
            <summary>
            The color of the speech bubble during Ancient dialogues.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CharacterModel.SpeechBubbleColor">
            <summary>
            Color of speech bubbles when the character talks (e.g. to the Architect)
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CharacterModel.AssetPathsCharacterSelect">
            <summary>
            Assets required for the character select screen
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.CharacterModel.AssetPaths">
            <summary>
            Assets required for the run.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CharacterModel.GetArchitectAttackVfx">
            <summary>
            Get the VFX paths to use when this character is attacking <see cref="T:MegaCrit.Sts2.Core.Models.Events.TheArchitect"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CharacterModel.AddDetailsTo(MegaCrit.Sts2.Core.Localization.LocString)">
            <summary>
            Add details about this character to the given LocString.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.CharacterModel.GetUnlockText">
            <summary>
            Get the text to show on the character selection screen that explains how to unlock this character.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Characters.DeprecatedCharacter">
            <summary>
            Placeholder character for if we can't find the character we are looking for (like if it's been deprecated).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Characters.Ironclad.UnlocksAfterRunAs">
            <remarks>
            Ironclad starts out unlocked.
            </remarks>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Characters.Silent.UnlocksAfterRunAs">
            <remarks>
            You'll always unlock Silent by doing a run with Ironclad since he's the only character you start out with, but
            technically you unlock her by doing a run with any character.
            </remarks>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EnchantmentModel.ShouldStartAtBottomOfDrawPile">
            <summary>
            Set this to true to sort the card to the bottom of the draw pile at the beginning of combat.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EnchantmentModel.Card">
            <summary>
            Get the card that this is enchanting.
            This is almost never null, so we leave it as non-nullable to make it easier to use. If you really need to check
            for null, use <see cref="P:MegaCrit.Sts2.Core.Models.EnchantmentModel.HasCard"/>.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EnchantmentModel.HasCard">
            <summary>
            Does this enchantment have a card?
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EnchantmentModel.CanEnchant(MegaCrit.Sts2.Core.Models.CardModel)">
             <summary>
             Checks whether the specified card can be enchanted with this enchantment. For example, Sharp can only
             enchant attacks, so this will return true if an Attack is passed, but false if a Skill is passed.
            
             Note: Do not override this method to REMOVE restrictions, just to ADD them. When you override it, make sure to
             call `base.CanEnchant`, and then add your own restrictions afterwards. You can also override some other methods
             to add specific types of restrictions (check EnchantmentModel.cs for details).
             </summary>
             <param name="card">Card to check validity of.</param>
             <returns>Whether or not the specified card is valid to enchant with this.</returns>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EnchantmentModel.ShouldGlowGold">
            <summary>
            Override this property to add conditions to check to determine whether to show a gold glow on this card.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EnchantmentModel.ShouldGlowRed">
            <summary>
            Override this property to add conditions to check to determine whether to show a red glow on this card.
            For example, Corrupted causes the card to glow red if it will kill you.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EnchantmentModel.ApplyInternal(MegaCrit.Sts2.Core.Models.CardModel,System.Decimal)">
             <summary>
             WARNING: If you're thinking of calling this from inside a model, you probably want <see cref="M:MegaCrit.Sts2.Core.Commands.CardCmd.Enchant(MegaCrit.Sts2.Core.Models.EnchantmentModel,MegaCrit.Sts2.Core.Models.CardModel,System.Decimal)"/>
             instead.
            
             Apply this enchantment to the specified card. This does not run any hooks.
             </summary>
             <param name="card">Card to enchant.</param>
             <param name="amount">Amount for the enchantment.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EnchantmentModel.ModifyCard">
             <summary>
             Run this enchantment's modification logic on the enchanted card. You usually want to call
             <see cref="M:MegaCrit.Sts2.Core.Models.EnchantmentModel.ApplyInternal(MegaCrit.Sts2.Core.Models.CardModel,System.Decimal)"/> first.
            
             This is called after a card is first enchanted, and after it is deserialized.
            
             It is also called when an enchantment's modification logic needs to be refreshed. For example, after a card is
             downgraded, its DamageVars will be reset to their original values. If the card is enchanted with Sharp, we need
             to re-execute its modification logic so the card's damage will still be increased.
            
             It is NOT called when a card is cloned, because the enchantments effects will already be reflected in the card's
             values.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EnchantmentModel.OnEnchant">
            <summary>
            Modify the card that this is enchanting.
            Use this for enchantments that do things similar to upgrades, like change the values of a card's DynamicVars
            (Sharp), change a card's keywords (Royally Approved), change a card's energy cost (Tezcatara's Ember), etc.
            To modify a card's energy cost, use <see cref="M:MegaCrit.Sts2.Core.Entities.Cards.CardEnergyCost.UpgradeBy(System.Int32)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EnchantmentModel.EnchantBlockAdditive(System.Decimal)">
            <summary>
            Add to the amount of block that this enchantment's card gains.
            This hook runs BEFORE all other block modification hooks.
            Enchantments MUST use this hook instead of <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyBlockAdditive(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.CardPlay)"/>.
            </summary>
            <param name="originalBlock">The original amount of block that would be gained.</param>
            <returns>The amount to add to the block gain.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EnchantmentModel.EnchantBlockMultiplicative(System.Decimal)">
            <summary>
            Modify the amount of block that this enchantment's card gains.
            This hook runs BEFORE all other block modification hooks.
            Enchantments MUST use this hook instead of <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyBlockMultiplicative(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.CardPlay)"/>.
            </summary>
            <param name="originalBlock">The original amount of block that would be gained.</param>
            <returns>The amount to multiply the block gain by.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EnchantmentModel.EnchantDamageAdditive(System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp)">
            <summary>
            Add to the amount of damage that this enchantment's card does.
            This hook runs BEFORE all other damage modification hooks.
            Enchantments MUST use this hook instead of <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyDamageAdditive(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
            <param name="originalDamage">The amount of damage that would be dealt.</param>
            <param name="props">ValueProp for damage.</param>
            <returns>Amount of damage to be added.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EnchantmentModel.EnchantDamageMultiplicative(System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp)">
            <summary>
            Multiply the amount of damage that this enchantment's card does.
            This hook runs BEFORE all other damage modification hooks.
            Enchantments MUST use this hook instead of <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyDamageMultiplicative(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
            <param name="originalDamage">The amount of damage that would be dealt.</param>
            <param name="props">ValueProp for damage.</param>
            <returns>Amount that the damage should be multiplied by.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EnchantmentModel.EnchantPlayCount(System.Int32)">
            <summary>
            Modify the number of times this enchantment's card is played.
            This hook runs BEFORE all other card play count modification hooks.
            Enchantments MUST use this hook instead of <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyCardPlayCount(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Int32)"/>.
            </summary>
            <param name="originalPlayCount">The original number of times this card would be played.</param>
            <returns>The new number of times this card should be played.</returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Enchantments.Clone">
            <summary>
            This enchantment doesn't actually do anything on its own. Instead it is reference by
            cloneRestSiteOption when its looking for cards to duplicate.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.EncounterModel">
            <summary>
            An encounter represents a single combat encounter. It can be a weak encounter, normal enemies, elites,
            boss fight, or enemies you fight during an event. Encounters may be made up of one or more monsters and
            the enemies the player fights may not always be the same due to randomization of that encounter.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EncounterModel.Rng">
            <summary>
            A per-encounter RNG that we can use to do random rolls in the encounter (for things like monster HP)
            independently of the run's centralized RNG.
            This is safe to do in encounters because we don't need to keep track of a given encounter's RNG state once it's
            over.
            The private backing field for this can be null, but by the time this is being accessed by subclasses, it should
            always be set. If it's not, you're doing something wrong.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EncounterModel.IsWeak">
            <summary>
            Is this one of the weak encounters that we start acts with?
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EncounterModel.ShouldGiveRewards">
            <summary>
            Should this encounter give combat rewards when it's over?
            Usually true, but many event-specific encounters set this to false.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EncounterModel.CustomRewardDescription">
            <summary>
            The description for this encounter's custom reward.
            For example, <see cref="T:MegaCrit.Sts2.Core.Models.Monsters.ThievingHopper"/> uses a <see cref="T:MegaCrit.Sts2.Core.Rewards.SpecialCardReward"/> to give you your stolen card
            back, and we use this field to specify the "Take your stolen card back" text for the reward button.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EncounterModel.IsDebugEncounter">
            <summary>
            Is this an encounter that's used for debugging, testing, etc.?
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EncounterModel.HaveMonstersBeenGenerated">
            <summary>
            Have this encounter's monsters been generated yet?
            Used for delayed-start combats (like combat-style events that can transition to combats) to make sure we don't
            try to re-generated already generated monsters when the actual combat starts.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EncounterModel.GenerateMonstersWithSlots(MegaCrit.Sts2.Core.Runs.IRunState)">
            <summary>
            Generate the monsters that the players should fight in this encounter.
            </summary>
            <param name="runState">
            The <see cref="T:MegaCrit.Sts2.Core.Runs.IRunState"/> that this encounter exists in.
            Used for things like generating a deterministic RNG, etc.
            </param>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EncounterModel.MonstersWithSlots">
            <summary>
            Returns a list of (mutable) monsters in this encounter, along with the slot they should be placed in.
            This should only be used when generating a real encounter, not when generating the hypothetical monsters that could
            be in the encounter. For that, use AllPossibleMonsters.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EncounterModel.SpawnedEnemies">
            <summary>
            A list of all the monsters that were present in this encounter.
            This counts monsters that were initially spawned in the encounter, as well as monsters that were summoned during
            it.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EncounterModel.FullyCenterPlayers">
            <summary>
            Should the players be fully centered in the encounter?
            Usually this is false, because we want to leave padding in the center for card plays.
            However, in certain situations (like "surrounded" combats), we want to fully center the players and just live
            with them being temporarily covered by played cards.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EncounterModel.MapNodeAssetPaths">
            <summary>
            Used for pre-loading boss map assets
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EncounterModel.DebugRandomizeRng">
            <summary>
            Randomize the per-encounter RNG.
            Should only be used for debugging (like in the `encounter` console command) to keep from
            rolling the same
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EncounterModel.GetLossMessageFor(MegaCrit.Sts2.Core.Models.CharacterModel)">
            <summary>
            Get the message to show when the specified character loses in this encounter.
            </summary>
            <param name="character">Character that lost.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EncounterModel.CalculateGoldProportion(MegaCrit.Sts2.Core.Combat.CombatState)">
            <summary>
            The proportion (0-1) of gold rewards the players receive when this encounter's combat ends.
            Defaults to the fraction of spawned enemies that were defeated rather than escaped.
            Override for encounters with bespoke escape/reward rules (e.g. <see cref="T:MegaCrit.Sts2.Core.Models.Encounters.GremlinMercNormal"/>).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EncounterModel.SaveCustomState">
            <summary>
            Override to persist encounter-specific state when saving a pre-finished combat room.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EncounterModel.LoadCustomState(System.Collections.Generic.Dictionary{System.String,System.String})">
            <summary>
            Override to restore encounter-specific state when loading a pre-finished combat room.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EncounterModel.OnCreatureSpawned(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Called when a creature is spawned during combat.
            If it's an enemy, it's added to the SpawnedEnemies list.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Encounters.DeprecatedEncounter">
            <summary>
            Represents an encounter that has been removed from the game. Mostly used for the run history.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Encounters.GremlinMercNormal.GoldWasStolen">
            <summary>
            Whether GremlinMerc stole at least some gold this combat. Set by <see cref="T:MegaCrit.Sts2.Core.Models.Powers.SurprisePower"/>
            when the merc dies and its stolen gold is transferred to Fat Gremlin.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EventModel.IsDeterministic">
            <summary>
            Deterministic events send out a checksum at their end. It's skipped for non-deterministic ones.
            - All standard events should be deterministic
            - All shared events are combat-related, and we don't trust end-of-combat rewards to be deterministic
            - One-off events which grant rewards are non-deterministic, such as Crystal Sphere
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EventModel.Owner">
            <summary>
            Get the owner of this particular event instance.
            When players enter an event in a multiplayer run, a separate EventModel instance is created with each player as
            the owner. Only the event owned by the local player is displayed in <see cref="T:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom"/>, but the other
            instances still exist on each player's device, so keep that in mind when using this property.
            Will be null in canonical events.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EventModel.IsShared">
            <summary>
            In non-shared events, multiplayer players may choose options independently.
            In shared events, multiplayer players vote on an option. Then, the top-voted option is executed for all players.
            There is no difference in singleplayer.
            All events that transition to other rooms (e.g. Dense Vegetation) must be shared.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EventModel.CanonicalEncounter">
            <summary>
            The encounter that should be displayed when entering this event.
            Only relevant when <see cref="P:MegaCrit.Sts2.Core.Models.EventModel.LayoutType"/> is <see cref="F:MegaCrit.Sts2.Core.Events.EventLayoutType.Combat"/>.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.EventModel._mutableEncounter">
            <summary>
            Generated via <see cref="M:MegaCrit.Sts2.Core.Models.EventModel.GenerateInternalCombatState(MegaCrit.Sts2.Core.Runs.IRunState)"/> for combat-style events.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.EventModel._combatStateForCombatLayout">
            <summary>
            Generated via <see cref="M:MegaCrit.Sts2.Core.Models.EventModel.GenerateInternalCombatState(MegaCrit.Sts2.Core.Runs.IRunState)"/> for combat-style events.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EventModel.GenerateInitialOptionsWrapper">
            <summary>
            Wrapper around abstract GenerateInitialOptions, similar to <see cref="M:MegaCrit.Sts2.Core.Models.CardModel.OnPlayWrapper(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Boolean,MegaCrit.Sts2.Core.Entities.Cards.ResourceInfo,System.Boolean)"/>.
            Making this virtual lets us change initial option generation behavior in entire categories of events (like
            Ancient events), while still letting concrete event subclasses override the inner GenerateInitialOptions method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EventModel.ReplaceNullOptions(System.Collections.Generic.List{MegaCrit.Sts2.Core.Events.EventOption})">
            <summary>
            Defensively protect against misconfigured events with null options.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EventModel.ClearCurrentOptions">
            <summary>
            Used by <see cref="T:MegaCrit.Sts2.Core.Models.Events.TheArchitect"/> to stop the initial options from showing until the initial animations have
            played. Probably worth coming up with a more robust solution after EA release.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EventModel.IsAllowed(MegaCrit.Sts2.Core.Runs.IRunState)">
            <summary>
            Whether or not this event is allowed to be entered based on the specified combat state.
            This will usually just return true, but some events require special conditions.
            For example, <see cref="T:MegaCrit.Sts2.Core.Models.Events.RelicTrader"/> can only be entered if you have 5+ relics and you're on act 2+.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EventModel.Rng">
            <summary>
            A per-event RNG that we can use to do random rolls in the event independently of the run's centralized RNG.
            This is safe to do in events because we don't need to keep track of a given event's RNG state once it's over.
            Null in canonical events, but we should never be using it there, so we mark it as non-nullable.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EventModel.GameInfoOptions">
            <summary>
            Get all the EventOption LocStrings shown on the initial page.
            Used by NGameInfoUploader to upload info about the game for lookup elsewhere.
            Override in events with unusually dynamic options like <see cref="T:MegaCrit.Sts2.Core.Models.Events.TheFutureOfPotions"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EventModel.CreateScene">
            <summary>
            Create the scene that will be used for this event.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.EventModel.Node">
            <summary>
            The node that is being shown for this event.
            Null for canonical events, and before a mutable event has been initialized.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EventModel.CreateCombatRoomVisuals(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Players.Player},MegaCrit.Sts2.Core.Models.ActModel)">
            <summary>
            Create the visuals for the combat room that will be used for this event.
            Only relevant to <see cref="F:MegaCrit.Sts2.Core.Events.EventLayoutType.Combat"/> events.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EventModel.OnRoomEnter">
            <summary>
            Gets called when entering an Event. Useful for setting ambient vfx, changing music, etc
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EventModel.Resume(MegaCrit.Sts2.Core.Rooms.AbstractRoom)">
            <summary>
            Gets called when an event is resumed. This should handle setting up the appropriate next page.
            This happens when the player was in an event, entered a new room (NOT a new <see cref="T:MegaCrit.Sts2.Core.Map.MapPoint"/>), and then
            finished that room, causing them to resume the event room.
            This is most common in events where a choice can start a combat, like Dense Vegetation's Rest + Fight choice.
            </summary>
            <param name="exitedRoom">The room that was exited before this was resumed.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EventModel.SetEventFinished(MegaCrit.Sts2.Core.Localization.LocString)">
            <summary>
            Call this from an event option function when the event is all finished and the player should be able to proceed.
            </summary>
            <param name="description">The description to set on the event room.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EventModel.BeforeEventStarted(System.Boolean)">
            <summary>
            Virtual function for events to hook onto if they need to do stuff before the event starts.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EventModel.AfterEventStarted">
            <summary>
            Virtual function for events to hook onto if they need to do stuff after the event starts.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EventModel.OnEventFinished">
            <summary>
            Virtual function for events to hook onto if they need to do stuff when the event ends.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EventModel.EnsureCleanup">
            <summary>
            Ensures OnEventFinished is called exactly once, preventing double-cleanup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EventModel.SetEventState(MegaCrit.Sts2.Core.Localization.LocString,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Events.EventOption})">
            <summary>
            Call this from an event option function when the event's description and options change to new ones.
            </summary>
            <param name="description">The new description to set on the event room.</param>
            <param name="eventOptions">The new choices to present to the player.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EventModel.EnterCombatWithoutExitingEvent``1(System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Rewards.Reward},System.Boolean)">
            <summary>
            Enter an encounter, then return to this event once the encounter is finished.
            </summary>
            <param name="extraRewards">Extra rewards to give the player in addition to the encounter's normal rewards.</param>
            <param name="shouldResumeAfterCombat">
            Whether to resume this event after the encounter is finished.
            Usually true, but some events (like <see cref="T:MegaCrit.Sts2.Core.Models.Events.DenseVegetation"/>) have no more options after combat ends, so
            they pass false to directly proceed to the next map point after combat ends.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EventModel.EnterCombatWithoutExitingEvent(MegaCrit.Sts2.Core.Models.EncounterModel,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Rewards.Reward},System.Boolean)">
            <summary>
            Enter an encounter, then return to this event once the encounter is finished.
            </summary>
            <param name="mutableEncounter">The mutable model of the encounter to start.</param>
            <param name="extraRewards">Extra rewards to give the player in addition to the encounter's normal rewards.</param>
            <param name="shouldResumeAfterCombat">
            Whether to resume this event after the encounter is finished.
            Usually true, but some events (like <see cref="T:MegaCrit.Sts2.Core.Models.Events.DenseVegetation"/>) have no more options after combat ends, so
            they pass false to directly proceed to the next map point after combat ends.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EventModel.RelicOption``1(System.Func{System.Threading.Tasks.Task},System.String)">
             <summary>
             Generate an event option from a relic.
             </summary>
             <remarks>
             By default, the passed relic's title and description will be used as the title/description for this option.
             However, if events.json contains a {optionKey}.title and/or {optionKey}.description entry, they'll override the
             relic's associated field.
            
             For example, at the time of this writing, Pael's "Liquify" option grants the <see cref="T:MegaCrit.Sts2.Core.Models.Relics.PaelsClaw"/> relic. We
             want this option's title to be "Liquify" (not <see cref="T:MegaCrit.Sts2.Core.Models.Relics.PaelsClaw"/>), but we want its description to be
             <see cref="T:MegaCrit.Sts2.Core.Models.Relics.PaelsClaw"/>'s description.
             So, we pass textKey=PAEL.pages.INITIAL.options.LIQUIFY, and we add
             "PAEL.pages.INITIAL.options.LIQUIFY.title": "Liquify" to events.json, but we don't add a ".description" entry.
             </remarks>
             <param name="onChosen">Function to execute when this option is chosen</param>
             <param name="pageName">Name of the page that this option is in, for metrics/gameinfo and loc. INITIAL by default.</param>
             <typeparam name="T">Relic whose title, description, and HoverTips should be used for the event option.</typeparam>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EventModel.RelicOption(MegaCrit.Sts2.Core.Models.RelicModel,System.Func{System.Threading.Tasks.Task},System.String)">
            <summary>
            Generate an event option from a relic. See <see cref="M:MegaCrit.Sts2.Core.Models.EventModel.RelicOption``1(System.Func{System.Threading.Tasks.Task},System.String)"/> for more details.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EventModel.InitialOptionKey(System.String)">
            <summary>
            Generate a key for the specified option.
            </summary>
            <param name="optionName">Name of this option, for metrics/gameinfo and loc.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.EventModel.OptionKey(System.String,System.String)">
            <summary>
            Generate a key for the specified page and option.
            </summary>
            <param name="optionName">Name of this option, for metrics/gameinfo and loc.</param>
            <param name="pageName">Name of the page that this option is in, for metrics/gameinfo and loc.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Events.ColossalFlower.ExtractInstead">
            <summary>
            The player opted for 135 Gold rather than Pollinous Core + 7 damage
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Events.ColossalFlower.ObtainPollinousCore">
            <summary>
            The player takes damage and gets the relic.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Events.DollRoom.ChooseRandom">
            <summary>
            The top option. Get a random one without taking damage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Events.DollRoom.TakeSomeTime">
            <summary>
            Choose 1 of 2
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Events.DollRoom.Examine">
            <summary>
            Choose 1 of 3
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Events.DrowningBeacon.BottleOption">
            <summary>
            Player chose to bottle the water and get a Glowwater Potion.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Events.DrowningBeacon.ClimbOption">
            <summary>
            Player chose to climb the Lighthouse. They lose Max HP and get the Fresnel Lens relic.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Events.EndlessConveyor.RollDish">
            <summary>
            Generates a list of possible dishes and uses a weighted roll to determine a dish.
            Lots of exceptions and info here.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Events.EndlessConveyor.ObserveChef">
            <summary>
            Player chose not to partake in the feast. Sad.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.Events.FakeMerchant._inventoryRelics">
            <summary>
            Note: don't add <see cref="T:MegaCrit.Sts2.Core.Models.Relics.FakeMerchantsRug"/> to this list, it's a combat reward, not a relic you can buy.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.Events.PunchOff._punchCts">
            <summary>
            Used to end the enemies punching each other.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Events.StoneOfAllTime.IsAllowed(MegaCrit.Sts2.Core.Runs.IRunState)">
            <summary>
            Only appears in Act 2 and requires all players to have at least 1 potion
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Events.Tezcatara.AnyCharacterDialogueBlacklist">
            <summary>
            This ancient's "any character" dialogue is friendly, but they don't trust the <see cref="T:MegaCrit.Sts2.Core.Models.Characters.Defect"/>, so we
            blacklist them so we don't show these friendly dialogue options for them.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Events.TinkerTime.RiderEffect">
            <summary>
            A "rider" is an additional effect that accompanies the card's base effect.
            The MadScience card has a base effect (deal damage, gain block, or apply a power)
            plus a rider effect chosen by the player during the TinkerTime event.
            Each card type (Attack/Skill/Power) has three possible riders to choose from.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Events.Trial.SetTrialFinished(System.String)">
            <summary>
            Helper function because we create this event's descriptions dynamically
            </summary>
            <param name="trialResultLoc"></param>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.IPoolModel.EnergyColorName">
            <summary>
            The name of the energy color that models in this pool should use.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ITemporaryPower.OriginModel">
            <summary>
            The canonical model that applies this power.
            </summary>
            <example><see cref="T:MegaCrit.Sts2.Core.Models.Potions.FlexPotion"/> for <see cref="T:MegaCrit.Sts2.Core.Models.Powers.FlexPotionPower"/></example>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ITemporaryPower.InternallyAppliedPower">
            <summary>
            The canonical power that this power internally applies.
            </summary>
            <example><see cref="T:MegaCrit.Sts2.Core.Models.Powers.StrengthPower"/> for <see cref="T:MegaCrit.Sts2.Core.Models.Powers.TemporaryStrengthPower"/></example>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ITemporaryPower.IgnoreNextInstance">
            <summary>
            Set the next application of this power to not actually be applied.
            This is used when debuffs are copied to other creatures by effects like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Misery"/>.
            In these cases, the internal debuff gets copied along with this power, and upon copying, it should not apply the
            internal debuff again.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.AllAbstractModelSubtypes">
            <summary>
            Returns every single class that subclasses AbstractModel.
            Prefer this over using AbstractModelSubtypes.All because it also returns models in mods.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ModelDb.Init">
            <summary>
            Initializes the ModelDb.
            Note that the alternative is to initialize in a static initializer, but if we do this we don't control the time
            at which it gets initialized, and it usually happens at a bad time during gameplay.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ModelDb.Inject(System.Type)">
            <summary>
            Injects a model into the ModelDb. Should only be used in tests and mods.
            </summary>
            <param name="type">The type to inject.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ModelDb.Remove(System.Type)">
            <summary>
            Removes a model from the ModelDb. Should only be used in tests and mods.
            </summary>
            <param name="type">The type to remove.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ModelDb.InitIds">
            <summary>
            Assigns IDs to all canonical models in the model database.
            This must happen after Init (i.e. the AbstractModel constructors); otherwise, there is a circular dependency
            between the static constructor and the ModelIdSerializationCache.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ModelDb.Preload">
            <summary>
            Precomputes a bunch of model data to speed up operations later.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.DebugAfflictions">
            <summary>
            Every Affliction defined in the game code, including mock ones for testing.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.DebugEnchantments">
            <summary>
            Every Enchantment defined in the game code, including mock ones for testing.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.AllCards">
            <summary>
            Get all the cards in the game (ignores Unlocks/Epoch state).
            Be careful using this, it includes cards that you shouldn't be able to randomly roll for rewards.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.AllCardPools">
            <summary>
            Get all the card pools in the game.
            Ignores Unlocks/Epoch state.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.AllSharedCardPools">
            <summary>
            The card pools that are shared across all characters.
            WARNING: Do NOT add TestCardPool to this list, or test cards might accidentally appear in-game.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.AllCharacterCardPools">
            <summary>
            Get all the card pools in the game that belong to specific characters.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.AllCharacters">
            <summary>
            Get all the characters in the game (ignores Unlocks/Epoch state).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.AllSharedEvents">
            <summary>
            Get all the events in the game that don't belong to a specific act.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.AllAncients">
            <summary>
            Get all the ancients in the game.
            Ignores Unlocks/Epoch state.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.AllSharedAncients">
            <summary>
            Get all the ancients in the game that don't belong to a specific act.
            Notably, we only have 1 right now. That's Darv.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.AllEvents">
            <summary>
            Get all the events in the game (ignores Unlocks/Epoch state).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.Monsters">
            <summary>
            Returns a list of every possible Monster in the game.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.AllEncounters">
            <summary>
            Get all the encounters in the game.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.AllPotions">
            <summary>
            Get all the potions in the game.
            Be careful using this, it includes potions that you shouldn't be able to randomly roll for rewards.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.AllPotionPools">
            <summary>
            Get all the potion pools in the game.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.AllCharacterPotionPools">
            <summary>
            Get all the potion pools in the game that belong to specific characters.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.AllCharacterRelicPools">
            <summary>
            Get all the relic pools in the game that belong to specific characters.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.AllSharedPotionPools">
            <summary>
            Get all the potion pools in the game that are shared between all characters.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.AllRelics">
            <summary>
            Get all the relics in the game (ignores Unlocks/Epoch state).
            Be careful using this, it includes relics that you shouldn't be able to randomly roll for rewards.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.AllRelicPools">
            <summary>
            Get all the relic pools in the game.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.CharacterRelicPools">
            <summary>
            Get all the relic pools in the game that belong to specific characters.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.AllSharedRelicPools">
            <summary>
            Get all the relic pools in the game that are shared between all characters.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModelDb.Acts">
            <summary>
            All acts in the game.
            Note that callers depend on this list being sorted by act index, then by default/non-default.
            If you need a different ordering, feel free to change this or split into another list somewhere.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.ModifierModel">
            <summary>
            Run-lifetime model which alters the run for daily and custom runs.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModifierModel.ClearsPlayerDeck">
            <summary>
            If true, the player's deck will be cleared before AfterRunInitialized is called.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.ModifierModel.AdditionalRestSiteHealText">
            <summary>
            Get the additional text that this modifier should add to the "heal" option at the rest site.
            Returns null for modifiers that add no additional text.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ModifierModel.OnRunCreated(MegaCrit.Sts2.Core.Runs.RunState)">
            <summary>
            Called after a new run is created with the modifier.
            Only called for new runs, not loaded ones.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ModifierModel.OnRunLoaded(MegaCrit.Sts2.Core.Runs.RunState)">
            <summary>
            Called after a run is loaded with the modifier.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ModifierModel.GenerateNeowOption(MegaCrit.Sts2.Core.Models.EventModel)">
            <summary>
            If this returns a non-null function, the modifier is presented as an option at Neow.
            The function is called when the option is chosen. The option will have the modifier's title and description.
            </summary>
            <param name="eventModel">The event model for which the option should be generated.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ModifierModel.AfterRunCreated(MegaCrit.Sts2.Core.Runs.RunState)">
            <summary>
            A special hook for modifiers that is called right after the run is created for the first time.
            Used for initializing things like the relic bags.
            Note that this is not called when a run is loaded from save.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ModifierModel.AfterRunLoaded(MegaCrit.Sts2.Core.Runs.RunState)">
            <summary>
            A special hook for modifiers that is called right after the run is loaded.
            Used for initializing things that are not serialized like base room odds.
            Note that this is not called when a run is created from scratch without loading.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.ModifierModel.IsEquivalent(MegaCrit.Sts2.Core.Models.ModifierModel)">
            <summary>
            Returns true if this is equivalent to the passed modifier.
            By default, two ModifierModels are considered equivalent if they are of the same type. The CharacterCards modifier
            overrides this to ensure that the character property is equal as well.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.MonsterModel.ExtraDeathVfxPadding">
            <summary>
            At time of death, a SubViewport is created with the bounds of the creature's spine body in its current pose.
            If the creature needs additional padding (usually because the death animation changes its bounds), this property
            can be adjusted so that the spawned SubViewport is larger.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.MonsterModel.HpBarSizeReduction">
            <summary>
            For specific creatures that are very close, this value can be made some positive value so that their health bars
            do not overlap each other.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.MonsterModel.Rng">
            <summary>
            This RNG should be used for things that are nice to have synced between players. It should be deterministic as
            long as you only use it in deterministic contexts.
            It should ONLY be set in <see cref="M:MegaCrit.Sts2.Core.Combat.CombatState.CreateCreature(MegaCrit.Sts2.Core.Models.MonsterModel,MegaCrit.Sts2.Core.Combat.CombatSide,System.String)"/>.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.MonsterModel.RunRng">
            <summary>
            Run-scoped RNG set for the run that this monster is in.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.MonsterModel.ShouldFadeAfterDeath">
            <summary>
            Should the default fade animation be played after this monster dies?
            Usually true, but false for monsters with certain special death animations (Decimillipede, etc.) or that we want
            to keep around after death (Osty, etc.).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.MonsterModel.DeathAnimLengthOverride">
            <summary>
            Used for creatures where we can't rely on the length of their death animations to delay the rewards screen.
            For example, <see cref="T:MegaCrit.Sts2.Core.Models.Monsters.Crusher"/>'s and <see cref="T:MegaCrit.Sts2.Core.Models.Monsters.Rocket"/>'s visuals are part of the combat background.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.MonsterModel.Creature">
            <summary>
            The creature that represents this monster in combat.
            Will technically be null on a canonical monster model, but we should never be checking that, so we leave this as
            non-nullable for convenience.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.MonsterModel.CombatState">
            <summary>
            The CombatState that this monster's creature exists in.
            Will technically be null on a canonical monster model, but we should never be checking that, so we leave this as
            non-nullable for convenience.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.MonsterModel.MoveStateMachine">
            <summary>
            Get this monster's move state machine.
            Null for canonical monster models.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.MonsterModel.AfterAddedToRoom">
            <summary>
            Logic to run after the monster is first added to the combat room. No-op by default.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.MonsterModel.BeforeRemovedFromRoom">
            <summary>
            Logic to run after the monster is removed from the combat room. No-op by default.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.MonsterModel.ResetStateMachine">
            <summary>
            Destroys the monster's move state machine.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.MonsterModel.OnDieToDoom">
            <summary>
            Called when this monster is about to die to Doom.
            Primarily used set up the creature visuals for the Doom vfx (ie hiding nodes that have additive materials)
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.MonsterModel.GetBestiaryMoveName(System.String)">
            <summary>
            Helper to get the move name label for the Bestiary entry.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Monsters.DecimillipedeSegmentBack">
            <summary>
            Monster class exists to connect this to the correct monster visual scene.
            All logic lives in the <see cref="T:MegaCrit.Sts2.Core.Models.Monsters.DecimillipedeSegment"/>.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Monsters.DecimillipedeSegmentFront">
            <summary>
            Monster class exists to connect this to the correct monster visual scene.
            All logic lives in the <see cref="T:MegaCrit.Sts2.Core.Models.Monsters.DecimillipedeSegment"/>.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Monsters.DecimillipedeSegmentMiddle">
            <summary>
            Monster class exists to connect this to the correct monster visual scene.
            All logic lives in the <see cref="T:MegaCrit.Sts2.Core.Models.Monsters.DecimillipedeSegment"/>.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Monsters.DeprecatedMonster">
            <summary>
            Represents a monster that has been removed from the game. Mostly used for the run history.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Monsters.KnowledgeDemon.IChoosable">
            <summary>
            For cards that specifically come from Knowledge Demon's Curse of Knowledge move.
            Unlike normal cards, these have an immediate effect when chosen by the player.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.Monsters.ThievingHopper._stealPriorities">
            <summary>
            The priorities used to determine which card to steal from the player's deck.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Monsters.TwoTailedRat.CallForBackupCount">
            <summary>
            Track how many times call for backup has happened this combat. This is so we can limit it to 3.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.OrbModel.HasBeenRemovedFromState">
            <summary>
            Set to true when this is removed from a player's orb queue.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.OrbModel.SmartDescription">
            <summary>
            NOTE: Unlike other models' DynamicDescription, this doesn't include any variables. Someone should probably do that
            but it's a bit larger of a refactor than I want to do right now
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.OrbModel.CombatState">
            <summary>
            Get the CombatState of the orb's owner.
            Will never be null, since orbs are combat-only.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Orbs.Mock.MockCombatCleanupOrb">
            <summary>
            This orb is for testing only. When this orb is Evoked, it removes its owner from combat, simulating the player
            exiting the run while an orb is evoking.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.PotionModel.Owner">
            <summary>
            Get the player that owns this relic.
            Will technically be null on a canonical relic model, but we should never be checking that, so we leave this as
            non-nullable for convenience.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.PotionModel.CanBeGeneratedInCombat">
             <summary>
             Whether or not using this potion can heal the player or their pets (like Fruit Juice), or do other restricted
             actions (like Fairy in a Bottle's resurrection).
            
             Used primarily to filter potions out of random in-combat generation effects, to avoid making annoying
             "optimal play" behavior.
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.PotionModel.PassesCustomUsabilityCheck">
            <summary>
            Whether or not this potion passes its custom usability check.
            By default, there are no custom checks, so this always returns true.
            Subclasses can override this to add custom checks.
            </summary>
            <example>
            <see cref="T:MegaCrit.Sts2.Core.Models.Potions.FoulPotion"/> makes sure that we're either in combat, at the Merchant, or in the
            <see cref="T:MegaCrit.Sts2.Core.Models.Events.FakeMerchant"/> event.
            </example>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.PotionModel.HasBeenRemovedFromState">
            <summary>
            Set to true when this potion is removed from a player's potion belt.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.PotionModel.RemoveBeforeUse">
            <summary>
            Remove this potion as part of using it.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.PotionModel.IsValidTarget(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Returns true if target is valid for this potion.
            NOTE: This operates differently than cards! Do not try to unify this with CardModel.IsValidTarget unless you
            change UI targeting; namely, CardModel's TargetType.Self does not pass a target, whereas potions do.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.PotionModel.AssertValidForTargetedPotion(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Ensure that the target is valid (non-null) for a targeted potion.
            </summary>
            <exception cref="T:System.ArgumentNullException">Thrown if the target is null.</exception>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.PotionPoolModel.AllPotions">
            <summary>
            Get every potion in this pool (ignores Unlocks/Epoch state).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.PotionPoolModel.AllPotionIds">
            <summary>
            Get the ID of every potion in this pool (ignores Unlocks/Epoch state).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.PotionPoolModel.GenerateAllPotions">
            <summary>
            Generates every potion in this pool (ignores Unlocks/Epoch state).
            Overriden in subclasses, but should only be called once by <see cref="P:MegaCrit.Sts2.Core.Models.PotionPoolModel.AllPotions"/> so it can be cached.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.PotionPoolModel.GetUnlockedPotions(MegaCrit.Sts2.Core.Unlocks.UnlockState)">
            <summary>
            Returns every potion in this pool that the player has unlocked.
            By default, this is just AllPotions, but can be overriden in subclasses to remove potions that should be locked
            under certain conditions.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.PotionPools.DefectPotionPool.GetUnlockedPotions(MegaCrit.Sts2.Core.Unlocks.UnlockState)">
            <summary>
            Only return the Potions if the associated Epoch is revealed.
            NOTE: This needs to be updated if a character has more than 3 potions. See: Defect4Epoch.cs
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.PotionPools.IroncladPotionPool.GetUnlockedPotions(MegaCrit.Sts2.Core.Unlocks.UnlockState)">
            <summary>
            Only return the Potions if the associated Epoch is revealed.
            NOTE: This needs to be updated if a character has more than 3 potions. See: Ironclad4Epoch.cs
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.PotionPools.MockPotionPool">
            <summary>
            Used for test-only potions.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.PotionPools.NecrobinderPotionPool.GetUnlockedPotions(MegaCrit.Sts2.Core.Unlocks.UnlockState)">
            <summary>
            Only return the Potions if the associated Epoch is revealed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.PotionPools.RegentPotionPool.GetUnlockedPotions(MegaCrit.Sts2.Core.Unlocks.UnlockState)">
            <summary>
            Only return the Potions if the associated Epoch is revealed.
            NOTE: This needs to be updated if a character has more than 3 potions. See: Regent4Epoch.cs
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.PotionPools.SharedPotionPool.GetUnlockedPotions(MegaCrit.Sts2.Core.Unlocks.UnlockState)">
            <summary>
            Returns a list of Potions but prunes out any potions if the associated Epochs aren't revealed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.PotionPools.SilentPotionPool.GetUnlockedPotions(MegaCrit.Sts2.Core.Unlocks.UnlockState)">
            <summary>
            Only return the Potions if the associated Epoch is revealed.
            NOTE: This needs to be updated if a character has more than 3 potions. See: Silent4Epoch.cs
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.PotionPools.TokenPotionPool">
            <summary>
            Used for generated potions that should not be automatically generated in rewards or shops.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Potions.DeprecatedPotion">
            <summary>
            Represents a potion that has been removed from the game. Mostly used for the run history.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Potions.FairyInABottle.OnUse(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            This should never be executed directly by <see cref="T:MegaCrit.Sts2.Core.GameActions.UsePotionAction"/>.
            It is only triggered by <see cref="M:MegaCrit.Sts2.Core.Models.Potions.FairyInABottle.AfterPreventingDeath(MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/>.
            </summary>
            <param name="choiceContext"></param>
            <param name="target"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Potions.FoulPotion.GetFoulPotionMerchantTarget(MegaCrit.Sts2.Core.Rooms.AbstractRoom)">
            <summary>
            Tries to grab the merchant button and its parent screen context from the Shop/Fake shop room.
            Used for Foul Potion targeting.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.PowerModel.SmartDescription">
            <summary>
            NOTE: Unlike other models' DynamicDescription, this doesn't include any variables. Someone should probably do that
            but it's a bit larger of a refactor than I want to do right now
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.PowerModel.IsVisible">
            <summary>
            Should this power be visible?
            Don't make this virtual, use <see cref="P:MegaCrit.Sts2.Core.Models.PowerModel.IsVisibleInternal"/> instead if you need to override.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.PowerModel.IsVisibleInternal">
            <summary>
            Should this power be visible?
            Usually true, but overridden to false for powers that want to stay hidden and perform extra logic behind the
            scenes.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.PowerModel.ShouldPlayVfx">
            <summary>
            Should this power play VFX when applied/removed/flashed?
            Usually true for visible powers, but overridden to false for powers that don't want to be so "loud", like Osty's
            Die For You power.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.PowerModel.AmountOnTurnStart">
            <summary>
            The amount this power had at the beginning of the current turn.
            Updated at the very start of each turn before any hooks run.
            Useful for powers that should only trigger if they were present at turn start,
            preventing same-turn activation when applied mid-turn (e.g., via auto-play effects).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.PowerModel.AmountLabelColor">
            <summary>
            The color to use for this power's Amount label.
            Usually red for debuffs and cream for all other powers, but can be overridden for special cases.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.PowerModel.ShouldRemoveDueToAmount">
            <summary>
            Should this power be removed from its owner due to an amount change?
            Most powers are removed when they go below 0.
            Powers that allow negative amounts (Strength, DexterityPower, etc.) should be removed when they reach exactly 0.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.PowerModel.SkipNextDurationTick">
            <summary>
            This enables the behavior of duration-type powers (Vulnerable, Weak, etc.) ticking down at the end of the
            monster side turn, but skipping the first tick if a monster applied the power to the player.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.PowerModel.Owner">
            <summary>
            Get the Creature that this power is on.
            Will technically be null on a canonical power model, but we should never be checking that, so we leave this as
            non-nullable for convenience.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.PowerModel.CombatState">
            <summary>
            The CombatState that this power's owner exists in.
            Will technically be null on a canonical power model, but we should never be checking that, so we leave this as
            non-nullable for convenience.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.PowerModel.Target">
            <summary>
            Get the Creature that this power targets.
            For most powers, this is null. It is used on instanced powers that each target a player in multiplayer.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.PowerModel.DynamicVars">
            <summary>
            "Public" data about this power.
            These data are visible everywhere else in the game. They can be displayed in localization entries, read/written
            by other callers, and if you clone this power, all these vars will be cloned along with it.
            If you have "private" data that should be invisible to the rest of the game, use <see cref="F:MegaCrit.Sts2.Core.Models.PowerModel._internalData"/>.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.PowerModel.ShouldScaleInMultiplayer">
            <summary>
            If set to true, this power's amount will automatically be multiplied by the player count when applied.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.PowerModel.GetScaledAmountForMultiplayer(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            If ShouldScaleInMultiplayer is true, this will be called before the power is applied to any enemies.
            Unless overridden, it applies a default scaling based on the number of players and
            <see cref="M:MegaCrit.Sts2.Core.Models.Singleton.MultiplayerScalingModel.GetMultiplayerScaling(MegaCrit.Sts2.Core.Models.EncounterModel,System.Int32)"/>.
            Be sure to use the passed combat state rather than CombatState, as it will not be set in time.
            </summary>
            <param name="combatState">The combat state which will own the power.</param>
            <param name="applier">The creature applying the power.</param>
            <param name="amount">The amount of the power that is being applied.</param>
            <param name="target">The target receiving the power.</param>
            <param name="cardSource">The card applying the power, if any.</param>
            <returns>The modified amount to apply.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.PowerModel.InitInternalData">
            <summary>
            Initialize any internal data used by this power.
            </summary>
            <returns></returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.PowerModel.GetInternalData``1">
            <summary>
            "Private" data that lives behind-the-scenes to make this power work as expected.
            These data are isolated to this instance of the power. They cannot be displayed in localization entries, and
            they will be reset on clones of this power.
            If you want to set data that is meant to be cloned and displayed in localization, use <see cref="P:MegaCrit.Sts2.Core.Models.PowerModel.DynamicVars"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.PowerModel.BeforeApplied(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Hook that runs just before this power is first applied to its owner.
            Does not run if the owner already has this power, and its amount was just changed.
            </summary>
            <param name="target">The creature to which this power is about to be applied.</param>
            <param name="amount">The amount of the power that is about to be applied.</param>
            <param name="applier">The creature that applied the power, if any.</param>
            <param name="cardSource">The card that applied the power, if any.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.PowerModel.AfterApplied(MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Hook that runs after this power is first applied to its owner.
            Does not run if the owner already has this power, and its amount was just changed.
            </summary>
            <param name="applier"></param>
            <param name="cardSource"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.PowerModel.AfterRemoved(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Hook that runs after this power is removed from its owner.
            <param name="oldOwner">The owner of this power before it was removed.</param>
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.PowerModel.ShouldPowerBeRemovedAfterOwnerDeath">
            <summary>
            Should this power be removed after its owner dies?
            Usually true, but false for powers that do things like revive their owner.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.PowerModel.ShouldOwnerDeathTriggerFatal">
            <summary>
            Should this power's owner's death trigger effects with the Fatal keyword like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Feed"/>?
            Usually true, but false for <see cref="T:MegaCrit.Sts2.Core.Models.Powers.MinionPower"/> and a few other powers.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.PowerModel.OwnerIsSecondaryEnemy">
            <summary>
            Hook that allows this power to classify the enemy as primary or secondary.
            See <see cref="P:MegaCrit.Sts2.Core.Entities.Creatures.Creature.IsPrimaryEnemy"/> for detailed definitions.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Powers.AccelerantPower">
            <summary>
            This power doesn't actually do anything on its own. Instead, the Poison power checks for this power and
            re-triggers itself if it's there.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.AdaptablePower.ShouldAllowHitting(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            This is so the Test Subject doesn't receive powers while it is reviving
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.Powers.AfterimagePower.Data.amountsForPlayedCards">
            <summary>
            Keep track of the cards we've seen played and the power amount at the time they were played.
            This lets After Image avoid triggering on cards that started play before it was applied, and avoid gaining
            extra block on multiple plays of After Image.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Powers.BackAttackLeftPower">
            <summary>
            This is just a marker power for <see cref="T:MegaCrit.Sts2.Core.Models.Powers.SurroundedPower"/> to check for.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Powers.BackAttackRightPower">
            <summary>
            This is just a marker power for <see cref="T:MegaCrit.Sts2.Core.Models.Powers.SurroundedPower"/> to check for.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Powers.BeaconOfHopePower.HasAlreadyBeenGivenBlock">
            <summary>
            Prevents Beacon of Hope from triggering if it already has triggered for this instance of block.
            This is to prevent Beacon of Hope infinitely triggering against another player Beacon of Hope.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.BlackHolePower.AfterCardPlayed(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Cards.CardPlay)">
            <remarks>
            We do this in AfterCardPlayed instead of AfterStarsSpent because stars are spent at the beginning of the card
            play, but Black Hole should trigger after the card is played.
            </remarks>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.BufferPower.ModifyHpLostAfterOstyLate(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            We use Late because other effects may reduce damage taken to 0 too, and it's more player-friendly for them to
            trigger first so that this power doesn't have to decrement.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Powers.ClarityPower">
            <summary>
            Draw an extra card at the beginning of your next N turns.
            This is distinct from <see cref="T:MegaCrit.Sts2.Core.Models.Powers.DrawCardsNextTurnPower"/> due to its stacking behavior.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.Powers.DarkEmbracePower.Data.etherealCount">
            <summary>
            If Ethereal cards are exhausted at turn end, we want to give the resulting cards to the player after the
            flush occurs. In STS1 this is handled because the card draws are put on the queue, but here we have to
            manually defer.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.DiamondDiademPower.ModifyDamageMultiplicative(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            cuts damage received in half.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.DieForYouPower.ShouldAllowHitting(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            This is so Osty won't receive powers while it is dead
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.DoomPower.DoomKill(System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature})">
             <summary>
             Kill the specified creatures with the <see cref="T:MegaCrit.Sts2.Core.Models.Powers.DoomPower"/> power.
             All creatures being killed in a given Doom trigger (side turn finish, <see cref="T:MegaCrit.Sts2.Core.Models.Cards.EndOfDays"/>, etc) should be
             passed at the same time here, otherwise we can miss Fatal triggers for reviving powers like
             <see cref="T:MegaCrit.Sts2.Core.Models.Powers.ReattachPower"/>.
            
             This does extra stuff in addition to a normal <see cref="M:MegaCrit.Sts2.Core.Commands.CreatureCmd.Kill(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Boolean)"/> call:
             * Plays special VFX.
             * Runs <see cref="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterDiedToDoom(MegaCrit.Sts2.Core.Combat.ICombatState,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature})"/>.
            
             It's in a public method so effects like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.EndOfDays"/> can use it.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.DoomPower.IsOwnerDoomed">
            <summary>
            Will the owner of this power die to Doom at the end of their turn?
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Powers.DrawCardsNextTurnPower">
            <summary>
            Draw an extra N cards at the beginning of your next turn.
            This is distinct from <see cref="T:MegaCrit.Sts2.Core.Models.Powers.ClarityPower"/> due to its stacking behavior.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Powers.EscapeArtistPower">
            <summary>
            Just a visual timer for when <see cref="T:MegaCrit.Sts2.Core.Models.Monsters.ThievingHopper"/> will escape.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Powers.FanOfKnivesPower">
            <summary>
            This power doesn't actually do anything on its own. Instead, the <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Shiv"/> card checks for its existence
            and modifies its targeting.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.Powers.GravityPower.Data.amountsForPlayedCards">
            <summary>
            Keep track of the cards we've seen played and the power amount at the time they were played.
            This lets Gravity avoid triggering on cards that started play before it was applied, and avoid applying
            extra damage on multiple plays of Gravity Well.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.HexPower.TryModifyKeywordsInCombat(MegaCrit.Sts2.Core.Models.CardModel,System.Collections.Generic.ISet{MegaCrit.Sts2.Core.Entities.Cards.CardKeyword})">
            <summary>
            Ethereal is granted globally for as long as this power exists, gated on the card being afflicted with
            <see cref="T:MegaCrit.Sts2.Core.Models.Afflictions.Hexed"/>. When this power is removed, it stops contributing here automatically, so any Ethereal from
            another source (e.g. <see cref="T:MegaCrit.Sts2.Core.Models.Relics.MusicBox"/>) is left untouched.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.IllusionPower.ShouldPowerBeRemovedOnDeath(MegaCrit.Sts2.Core.Models.PowerModel)">
            <summary>
            Illusions keep their buffs (including IllusionPower itself) after dying.
            We ignore Temporary powers (ie temp strength down from dark shackles or dying star) so that the
            temp powers they are applying also go away
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.IllusionPower.ShouldAllowHitting(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            This is so the owner doesn't receive powers while it is reviving.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.IntangiblePower.ModifyDamageCap(MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Caps damage received at 1.
            Note: the HP loss logic is already handled by <see cref="M:MegaCrit.Sts2.Core.Models.Powers.IntangiblePower.ModifyHpLostAfterOsty(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/>, the duplicated logic here is
            for block loss and preview logic on targeted attacks.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.IntangiblePower.AfterModifyingDamageAmount(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Note: the HP loss logic is already handled by <see cref="M:MegaCrit.Sts2.Core.Models.Powers.IntangiblePower.AfterModifyingHpLostAfterOsty"/>, the duplicated logic
            here is for block loss and preview logic on targeted attacks.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.LightningRodPower.AfterEnergyReset(MegaCrit.Sts2.Core.Entities.Players.Player)">
             <remarks>
             We do this in AfterEnergyReset instead of BeforeSideTurnStart so the player will still get benefits from orbs
             that might be evoked to make room for the new Lightning Orb. Specifically:
            
             - <see cref="T:MegaCrit.Sts2.Core.Models.Orbs.PlasmaOrb"/>'s energy gain could be lost to energy reset if this triggered earlier.
             - <see cref="T:MegaCrit.Sts2.Core.Models.Orbs.FrostOrb"/>'s block gain could be lost to block clear if this triggered earlier.
             </remarks>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.Mocks.MockGainBlockOnAttackPower.AfterAttack(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Commands.Builders.AttackCommand)">
            <summary>
            This gives the attacker 1 block after every attack.
            A multi-hit attack should still only gain 1 block.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Powers.Mocks.MockPhaseObserverPower">
            <summary>
            Test-only power that records <see cref="P:MegaCrit.Sts2.Core.Entities.Players.PlayerCombatState.Phase"/> at the moment each turn lifecycle hook fires.
            Tests should call <see cref="M:MegaCrit.Sts2.Core.Models.Powers.Mocks.MockPhaseObserverPower.ResetObservations"/> before each scenario and read <see cref="P:MegaCrit.Sts2.Core.Models.Powers.Mocks.MockPhaseObserverPower.Observations"/> after.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Powers.Mocks.MockPhaseObserverPower.OnRecordCallback">
            <summary>
            Optional callback invoked during <see cref="M:MegaCrit.Sts2.Core.Models.Powers.Mocks.MockPhaseObserverPower.Record(System.String,MegaCrit.Sts2.Core.Entities.Players.Player)"/>. Useful for multiplayer tests that need to
            inspect other players' phases at the moment a hook fires.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.Powers.MonologuePower.Data.amountsForPlayedCards">
            <summary>
            Keep track of the cards we've seen played and the power amount at the time they were played.
            This lets Monologue avoid triggering on cards that started play before it was applied, and avoid gaining
            extra block on multiple plays of Monologue.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.Powers.NightmarePower.Data.selectedCard">
            <summary>
            This will be null for the moment after this power is applied but before this is set by Nightmare.OnPlay.
            For all current use cases, this means we should never see this being null.
            However, if we needed to override AfterApplied in here in the future, this would be null in it, so let's
            leave this nullable for future-proofing.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.Powers.OblivionPower.Data.amountsForPlayedCards">
            <summary>
            Keep track of the cards we've seen played and the power amount at the time they were played.
            This lets Oblivion avoid triggering on itself.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.Powers.PanachePower.Data.alreadyApplied">
            <summary>
            We track this so we don't count the Panache card towards itself.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Powers.ParryPower">
            <summary>
            This power doesn't actually do anything on its own. Instead, the <see cref="T:MegaCrit.Sts2.Core.Models.Cards.SovereignBlade"/> card checks for its
            existence and modifies its block.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.PlatingPower.BeforeSideTurnStart(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature},MegaCrit.Sts2.Core.Combat.ICombatState)">
            <summary>
            We want enemies that start with Plating to also start combat with block.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.PlatingPower.BeforeSideTurnEndEarly(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature})">
            <summary>
            We do this in early so that it triggers before end-of-turn damage effects.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Powers.PoisonPower.TriggerCount">
            <summary>
            <see cref="T:MegaCrit.Sts2.Core.Models.Powers.AccelerantPower"/> makes Poison trigger extra times, but it should never trigger more times than the
            amount of Poison we have.
            Since the power is applied to players, enemy creatures need to look to them (their opponents) to figure out the
            trigger count.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.ReattachPower.DoReattach">
            <summary>
            Executed when Decimillipede Segment is reattaching at the end of its turn.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.ReattachPower.ShouldAllowHitting(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            This is so the Decimillipede Segment doesn't receive powers while it is reviving
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.ReattachPower.ShouldOwnerDeathTriggerFatal">
            <summary>
            Killing Decimillipede Segment shouldn't trigger fatal unless all other segments are dead too.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Powers.SeekingEdgePower">
            <summary>
            This power doesn't actually do anything on its own. Instead, Sovereign blade cards checks for this power and
            and changes its behavior based off of that
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.Powers.SerpentFormPower.Data.amountsForPlayedCards">
            <summary>
            Keep track of the cards we've seen played and the power amount at the time they were played.
            This lets Serpent Form avoid triggering on cards that started play before it was applied, and avoid
            dealing extra damage on multiple plays of Serpent Form.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.Powers.SkittishPower.Data.hasGainedBlockThisTurn">
            <summary>
            Has the owner gained block from Skittish this turn?
            Skittish should only trigger once per turn, so we can skip when this is true.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.Powers.StormPower.Data.amountsForPlayedCards">
            <summary>
            Keep track of the Power cards we've seen played and the power amount at the time they were played.
            This lets Storm avoid triggering on cards that started play before it was applied, and avoid channeling
            extra lightning on multiple plays of Storm.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.Powers.StranglePower.Data.amountsForPlayedCards">
            <summary>
            Keep track of the cards we've seen played and the power amount at the time they were played.
            This lets Strangle avoid triggering on itself, especially when stacking.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.Powers.SubroutinePower.Data.amountsForPlayedCards">
            <summary>
            Keep track of the Power cards we've seen played and the power amount at the time they were played.
            This lets SubroutinePower avoid triggering on cards that started play before it was applied, and avoid
            granting extra energy on multiple plays of Subroutine.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Powers.TemporaryDexterityPower">
            <summary>
            This class represents a buff/debuff that gives/takes dexterity.
            We never instantiate this directly. See <see cref="T:MegaCrit.Sts2.Core.Models.Powers.TemporaryStrengthPower"/> for context around how this is used.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Powers.TemporaryDexterityPower.OriginModel">
            <summary>
            The canonical model that applies this power. For example, <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Anticipate"/>.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Powers.TemporaryDexterityPower.IsPositive">
            <summary>
            If this power is supposed to apply negative dexterity, make this false
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Powers.TemporaryDexterityPower.Sign">
            <summary>
            Shorthand indicating the sign of the amount to apply
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.Powers.TemporaryDexterityPower._shouldIgnoreNextInstance">
            <summary>
            If this is true, the next application of this power will not be applied.
            This is used when debuffs are copied by Misery. The negative <see cref="T:MegaCrit.Sts2.Core.Models.Powers.DexterityPower"/> gets copied along with this
            power, and upon copying, it should not apply negative <see cref="T:MegaCrit.Sts2.Core.Models.Powers.DexterityPower"/> down again.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Powers.TemporaryFocusPower">
            <summary>
            This class represents a buff/debuff that gives/takes focus.
            We never instantiate this directly. See <see cref="T:MegaCrit.Sts2.Core.Models.Powers.TemporaryStrengthPower"/> for context around how this is used.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Powers.TemporaryFocusPower.OriginModel">
            <summary>
            The canonical model that applies this power. For example, <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Hotfix"/>.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Powers.TemporaryFocusPower.IsPositive">
            <summary>
            If this power is supposed to apply negative Focus, make this false
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Powers.TemporaryFocusPower.Sign">
            <summary>
            Shorthand indicating the sign of the amount to apply
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.Powers.TemporaryFocusPower._shouldIgnoreNextInstance">
            <summary>
            If this is true, the next application of this power will not be applied.
            This is used when debuffs are copied by Misery. The negative <see cref="T:MegaCrit.Sts2.Core.Models.Powers.FocusPower"/> gets copied along with this
            power, and upon copying, it should not apply negative <see cref="T:MegaCrit.Sts2.Core.Models.Powers.FocusPower"/> down again.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Powers.TemporaryStrengthPower">
            <summary>
            This class represents a buff/debuff that gives/takes strength.
            This class is never instantiated directly. Instead, it is subclassed and those classes represent the buff/debuff.
            Every model that grants a temporary strength power creates an associated power that subclasses this. For example,
            FlexPotion has FlexPotionPower which grants strength and then takes it away at the end of the turn.
            This used to be called Strength Down (or Restore Strength for negative strength) and be its own power. We switched
            to this model so make the UX more clear for players; both Strength and Temporary Strength are a buff.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Powers.TemporaryStrengthPower.OriginModel">
            <summary>
            The canonical model that applies this power. For example, <see cref="T:MegaCrit.Sts2.Core.Models.Potions.FlexPotion"/>.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Powers.TemporaryStrengthPower.IsPositive">
            <summary>
            If this power is supposed to apply negative strength, make this false
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Powers.TemporaryStrengthPower.Sign">
            <summary>
            Shorthand indicating the sign of the amount to apply
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.Powers.TemporaryStrengthPower._shouldIgnoreNextInstance">
            <summary>
            If this is true, the next application of this power will not be applied.
            This is used when debuffs are copied by Misery. The negative <see cref="T:MegaCrit.Sts2.Core.Models.Powers.StrengthPower"/> gets copied along with this
            power, and upon copying, it should not apply negative <see cref="T:MegaCrit.Sts2.Core.Models.Powers.StrengthPower"/> down again.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.TheBombPower.SetDamage(System.Decimal)">
            <summary>
            Set the amount of damage that this instance of The Bomb will deal.
            This is necessary because Amount is used to track the number of turns left until exploding.
            </summary>
            <param name="damage">Amount of damage to deal</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Powers.TheHuntPower">
            <summary>
            This power acts as a visual indicator to the player that the Hunt card was successful. The actual behavior
            lives in <see cref="T:MegaCrit.Sts2.Core.Models.Cards.TheHunt"/> .
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.ToricToughnessPower.SetBlock(System.Decimal)">
            <summary>
            Set the amount of block that this instance of Toric Toughness will deal.
            This is necessary because Amount is used to track the number of turns left.
            </summary>
            <param name="block">Amount of block to gain</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.VoidFormPower.HideTemporaryZeroCostVisual">
            <summary>
            HACK: If Void Form is the first card played in a turn, there's a brief period before the turn is auto-ended
            where we show a zero energy cost on all cards.
            To avoid this, we max out cardsPlayedThisTurn, which doesn't matter anyways since the turn is ending.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.VulnerablePower.ModifyDamageMultiplicative(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Multiplies damage received by 1.5x.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Powers.WellLaidPlansPower.BeforeFlushLate(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            We use BeforeFlushLate instead of BeforeFlush here so that the player can have full information about the other
            BeforeFlush effects before choosing a card to retain.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.RelicModel.AdditionalRestSiteHealText">
            <summary>
            Get the additional text that this relic should add to the "heal" option at the rest site.
            Returns null for relics that add no additional text.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.RelicModel.Owner">
            <summary>
            Get the player that owns this relic.
            Will technically be null on a canonical relic model, but we should never be checking that, so we leave this as
            non-nullable for convenience.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.RelicModel.IsUsedUp">
             <summary>
             Is this a relic with a limited number of uses that have all been used up?
            
             Good example: Matryoshka after opening 2 chests.
             Bad example: Strawberry (no "uses", just used immediately upon pickup).
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.RelicModel.HasUponPickupEffect">
            <summary>
            Does this relic have an "upon pickup" effect? Example: Strawberry.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.RelicModel.SpawnsPets">
            <summary>
            Does this relic spawn pets? Example: Byrdpip.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.RelicModel.IsStackable">
            <summary>
            Can multiple instances of this relic be stacked? Example: Circlet.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.RelicModel.IsWax">
            <summary>
            See the Wax Choker relic for more info on this.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.RelicModel.IsAllowed(MegaCrit.Sts2.Core.Runs.IRunState)">
            <summary>
            Whether or not this relic is allowed to be rolled based on the current game state.
            This will usually just return true, but some relics require special conditions.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.RelicModel.IsAllowedAtNeow(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Whether or not this is allowed at Neow. Only applies to Neow relics.
            Doing this because Kaledioscope needs the potential owning player.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.RelicModel.IsBeforeAct3TreasureChest(MegaCrit.Sts2.Core.Runs.IRunState)">
            <summary>
            Helper for relics that should stop spawning at the Act 3 treasure chest or later.
            These relics provide diminishing value late in a run.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.RelicModel.HoverTipsExcludingRelic">
            <summary>
            Returns all extra hovertips, excluding the HoverTip for the relic itself.
            Useful for event options which replicate the relic description exactly in the option description.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.RelicModel.HasBeenRemovedFromState">
            <summary>
            Set to true when this relic is removed from a player's relic inventory (happens very rarely).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.RelicModel.RelicIconChanged">
            <summary>
            This should be called when the relic icon changes so the icon paths are uncached.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.RelicPoolModel.AllRelics">
            <summary>
            Get every relic in this pool (ignores Unlocks/Epoch state).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.RelicPoolModel.AllRelicIds">
            <summary>
            Get the ID of every relic in this pool (ignores Unlocks/Epoch state).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.RelicPoolModel.GenerateAllRelics">
            <summary>
            Generates every relic in this pool (ignores Unlocks/Epoch state).
            Overridden in subclasses, but should only be called once by <see cref="P:MegaCrit.Sts2.Core.Models.RelicPoolModel.AllRelics"/> so it can be cached.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.RelicPoolModel.GetUnlockedRelics(MegaCrit.Sts2.Core.Unlocks.UnlockState)">
            <summary>
            Returns every relic in this pool that the player has unlocked.
            By default, this is just AllRelics, but can be overriden in subclasses to remove relics that should be locked
            under certain conditions.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Relics.ArchaicTooth.SetupForPlayer(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Sets up transcendent starter card for given player.
            </summary>
            <param name="player">Player we are getting the trasncendent card for.</param>
            <returns>Returns false if the player doesn't have the base starter card to transcend.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Relics.BeatingRemnant.ModifyHpLostAfterOsty(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Decimal,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Note: We can't use <see cref="M:MegaCrit.Sts2.Core.Models.AbstractModel.ModifyDamageCap(MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.ValueProps.ValueProp,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Models.CardModel)"/> because we may be taking "trample" damage from Osty.
            The ModifyDamageX hooks will have already run for that initial damage to Osty, and we currently can't re-run
            them for the trample damage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Relics.BoundPhylactery.AfterEnergyResetLate(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            We use AfterEnergyResetLate instead of <see cref="M:MegaCrit.Sts2.Core.Hooks.Hook.AfterEnergyReset(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Entities.Players.Player)"/> or
            <see cref="M:MegaCrit.Sts2.Core.Hooks.Hook.BeforeSideTurnStart(MegaCrit.Sts2.Core.Combat.ICombatState,MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Creatures.Creature})"/> because we want to allow effects that check for Osty's existence (like
            <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Friendship"/>) to run before we summon Osty.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Relics.DeprecatedRelic">
            <summary>
            Represents a relic that has been removed from the game. Mostly used for the run history.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Relics.FakeOrichalcum.BeforeSideTurnEndVeryEarly(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature})">
            <summary>
            This uses the _very early_ hook because it needs to check the player's block before <see cref="T:MegaCrit.Sts2.Core.Models.Powers.PlatingPower"/>
            triggers (otherwise, <see cref="T:MegaCrit.Sts2.Core.Models.Powers.PlatingPower"/> will prevent this relic's block gain), and
            <see cref="T:MegaCrit.Sts2.Core.Models.Powers.PlatingPower"/> in turn needs to run early so it can give you block before you take damage from
            another end-of-turn effect.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Relics.JossPaper.EtherealCount">
            <summary>
            If Ethereal cards are exhausted at turn end, we want to give the resulting cards to the player after the
            flush occurs. In STS1 this is handled because the card draws are put on the queue, but here we have to
            manually defer.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Relics.LoomingFruit.HasCornucopia">
            <summary>
            50% chance of Looming Fruit having the cornucopia. This chance is LOCKED for each player indefinitely.
            Players will only know if there's a cornucopia or not by seeing OTHER player's Looming Fruit.
            </summary>
            <returns></returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Relics.Orichalcum.BeforeSideTurnEndVeryEarly(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Combat.CombatSide,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature})">
            <summary>
            This uses the _very early_ hook because it needs to check the player's block before <see cref="T:MegaCrit.Sts2.Core.Models.Powers.PlatingPower"/>
            triggers (otherwise, <see cref="T:MegaCrit.Sts2.Core.Models.Powers.PlatingPower"/> will prevent this relic's block gain), and
            <see cref="T:MegaCrit.Sts2.Core.Models.Powers.PlatingPower"/> in turn needs to run early so it can give you block before you take damage from
            another end-of-turn effect.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Models.Relics.PaelsEye.WasOwnerPartOfLastPlayerTurn">
            <summary>
            If two players both have Pael's Eye in multiplayer, and only one player uses it, then only that player gets a turn.
            In this case, we force the other player not to draw any cards and we auto-end their turn. But even though they
            haven't played any cards, that "turn" shouldn't count towards Pael's Eye for them.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Relics.PaelsTooth.DebugAddCard(MegaCrit.Sts2.Core.Saves.Runs.SerializableCard)">
            <summary>
            DO NOT USE, this is only public for tests.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Relics.PenNib.NotifyAttackPlayed">
            <summary>
            This is public so we can call it from save tests.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Relics.ScrollBoxes.CanGenerateBundles(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Checks if random bundles can be generated for the given player.
            Requires at least 4 unlocked commons and 2 unlocked uncommons.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Relics.ScrollBoxes.GenerateRandomBundles(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Generates 2 random bundles for the player. Each bundle contains 2 commons and 1 uncommon.
            All 6 cards across both bundles are unique.
            For Defect, each bundle has a 1% chance to be 3x Claw instead.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Relics.TouchOfOrobas.SetupForPlayer(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Sets up the upgraded starter relic based off of the player.
            </summary>
            <param name="player">The player who we are upgrading the starter relic for</param>
            <returns>Returns false if player doesn't have the original starter relic.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Relics.UnceasingTop.IsValidPhase(MegaCrit.Sts2.Core.Combat.PlayerTurnPhase)">
            <remarks>
            Don't trigger before hand draw or after hand flush, because if a card is autoplayed during this time, the
            player's hand will always be empty, so Unceasing Top will always draw.
            </remarks>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Relics.UndyingSigil">
            <summary>
            This relic doesn't actually _do_ anything; Doom checks for its existence and makes enemy Doom trigger at the
            start of the enemy's turn instead of the end of the enemy's turn (so enemies die before they can attack).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Relics.UnsettlingLamp.HasDoubledTemporaryPowerSource(MegaCrit.Sts2.Core.Models.PowerModel)">
            <summary>
            If we've doubled an <see cref="T:MegaCrit.Sts2.Core.Models.ITemporaryPower"/> and now we're trying to double its internal debuff,
            skip it so we don't double-dip.
            </summary>
            <example>
            If we've doubled <see cref="T:MegaCrit.Sts2.Core.Models.Powers.PiercingWailPower"/>, we don't also want to double negative <see cref="T:MegaCrit.Sts2.Core.Models.Powers.DexterityPower"/>,
            because that'll end up quadrupling it.
            </example>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Relics.VakuuCardSelector">
            <summary>
            Card selector used by Vakuu (via WhisperingEarring) during auto-play.
            Selects cards in row-major order (top-left to bottom-right).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Relics.WhisperingEarring.AfterAutoPrePlayPhaseEnteredLate(MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceContext,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <remarks>
            We do this in Late because we want this to trigger after all other triggers fire (i.e. <see cref="T:MegaCrit.Sts2.Core.Models.Enchantments.Imbued"/>).
            </remarks>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Relics.WhisperingEarring.GetTarget(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Combat.ICombatState)">
            <summary>
            Gets the target for a card during Vakuu's auto-play.
            Enemies: leftmost first. Allies: random.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.Singleton.MultiplayerScalingModel">
            <summary>
            Scales block gained by enemies.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.Singleton.MultiplayerScalingModel._runState">
            <summary>
            The <see cref="T:MegaCrit.Sts2.Core.Runs.RunState"/> that this model is scaling.
            Should always be set when creating a run, so we mark it as non-nullable.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Models.Singleton.MultiplayerScalingModel._combatState">
            <summary>
            The CombatState that this model is scaling.
            Only set when we are in combat.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Models.Singleton.MultiplayerScalingModel.Initialize(MegaCrit.Sts2.Core.Runs.RunState)">
            <summary>
            Initialize with the specified <see cref="T:MegaCrit.Sts2.Core.Runs.RunState"/>.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Models.SingletonModel">
            <summary>
            A model which is instantiated once for an entire run.
            Currently only one for multiplayer scaling.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.MonsterMoves.Intents.AbstractIntent">
            <summary>
            The data backend for intents. See NIntent.cs to update visuals
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.MonsterMoves.Intents.StunIntent.GetStaticHoverTip">
            <summary>
            A special HoverTip override for the StunIntent so that it can be used in a static context
            ie: for the Whistle card.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.CombatStateSynchronizer">
            <summary>
            Responsible for synchronizing all players' combat states before combat begins.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.CombatStateSynchronizer.OnSyncPlayerMessageReceived(MegaCrit.Sts2.Core.Multiplayer.Messages.Game.SyncPlayerDataMessage,System.UInt64)">
            <summary>
            Handles a combat synchronization message from another peer.
            Remember that this can be called even before StartSync and must queue the data for the next time we sync.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.CombatStateSynchronizer.OnSyncRngMessageReceived(MegaCrit.Sts2.Core.Multiplayer.Messages.Game.SyncRngMessage,System.UInt64)">
            <summary>
            Handles a RNG synchronization message from the host.
            Remember that this can be called even before StartSync and must queue the data for the next time we sync.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.CombatStateSynchronizer.OnPeerDisconnected(System.UInt64)">
            <summary>
            Called when a peer disconnects from the lobby.
            Used to check if we should complete the sync now that they've been disconnected.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.CombatStateSynchronizer.StartSync">
            <summary>
            Sends a message syncing our combat state to all other players.
            This should be called early before beginning animations for entering a combat room. Then, WaitForSync should be
            called just before entering the combat room.
            Between this and WaitForSync, no player or RNG state should be modified.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.CombatStateSynchronizer.WaitForSync">
            <summary>
            Waits for all other players' combat data to be received. StartSync must be called exactly once before this is called.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.CombatStateSynchronizer.CheckSyncCompleted">
            <summary>
            Checks if synchronization is complete and sets the result on the sync completion source if we are all done.
            This should be called every time we receive some sync data from a peer.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.ChecksumTracker">
            <summary>
            Calculates checksums, sends them to peers, and validates received checksums to ensure there are no state divergences
            during deterministic execution (currently: during combat, after events, and after rest sites).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.ChecksumTracker.GenerateChecksum(System.String,MegaCrit.Sts2.Core.GameActions.GameAction)">
            <summary>
            Main entry point for this class. Generates a checksum of the full combat state for validation against peers'.
            On host, the checksum is saved for comparison against those received from clients.
            On clients, the checksum is saved and sent to the host for validation.
            This should be called the exact same amount of times for every peer, otherwise false positive mismatches will be
            generated.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.ChecksumTracker.OnReceivedChecksumDataMessage(MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Checksums.ChecksumDataMessage,System.UInt64)">
            <summary>
            Called on the host when a client sends a message containing the checksum for their current game state.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.ChecksumTracker.OnReceivedStateDivergenceMessage(MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Checksums.StateDivergenceMessage,System.UInt64)">
            <summary>
            Called on client when the host sends a message indicating that the client's state has diverged from the host's.
            Also called on the host when the client receives the host's message, so that the host knows what state the client
            was in and can log both.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.ChecksumTracker.ObtainAndTrackChecksum(System.String,MegaCrit.Sts2.Core.GameActions.GameAction)">
            <summary>
            Call this to obtain checksum data that may be sent over the network with a message.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.EventSynchronizer.BeginEvent(MegaCrit.Sts2.Core.Models.EventModel,System.Boolean,System.Action{MegaCrit.Sts2.Core.Models.EventModel})">
            <summary>
            Called when an event room is entered.
            </summary>
            <param name="canonicalEvent">The canonical version of the event that will be started.</param>
            <param name="isPrefinished">If the event is already pre-finished</param>
            <param name="debugOnStart">A method to call to inject some debug code right after the model is cloned. The mutable
            model instances will be passed to the method.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.EventSynchronizer.HandleVotedForSharedEventOptionMessage(MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Sync.VotedForSharedEventOptionMessage,System.UInt64)">
            <summary>Received during shared events. Records a player's vote for a given event option. </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.EventSynchronizer.PlayerVotedForSharedOptionIndex(MegaCrit.Sts2.Core.Entities.Players.Player,System.UInt32,System.UInt32)">
            <summary> Records a player's vote. Called in response to a remote player's message, or immediately when the
            local player votes for a shared event option. </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.EventSynchronizer.ChooseSharedEventOption">
            <summary> Called on the host when all votes for a shared event page are received. Decides which event option
            should be chosen and notifies all clients of the option chosen. </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.EventSynchronizer.HandleSharedEventOptionChosenMessage(MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Sync.SharedEventOptionChosenMessage,System.UInt64)">
            <summary> Called on clients when the host receives all player votes and decides on an event option to choose. </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.EventSynchronizer.HandleEventOptionChosenMessage(MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Sync.OptionIndexChosenMessage,System.UInt64)">
            <summary> Called on all peers during non-shared events when one peer selects an event option. </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.EventSynchronizer.ChooseLocalOption(System.Int32)">
            <summary>
            Called when the local player selects an event option button.
            During shared events, this votes for the event option.
            During non-shared events, this immediately executes the option and sends the event option to all other peers.
            </summary>
            <param name="index">The index of the event option that was chosen.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.EventSynchronizer.ChooseOptionForSharedEvent(System.UInt32)">
            <summary> Executes the shared event option on all players' event model instances and clears player votes. </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.EventSynchronizer.ChooseOptionForEvent(MegaCrit.Sts2.Core.Entities.Players.Player,System.Int32)">
            <summary>
            Executes the given event option for a given player.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.EventSynchronizer.AwaitPendingOptionTasks">
            <summary>
            Awaits all in-flight event option tasks. Called before the room exit checksum to ensure that all
            players' event handlers have finished mutating state. Without this, a peer whose local event
            finished quickly (e.g. Touch a Mirror) can exit the room while a remote player's slow handler
            (e.g. Shatter's per-card deck duplication loop) is still running, causing the checksum to
            capture incomplete state.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.FlavorSynchronizer">
            <summary>
            Handles miscellaneous multiplayer messages that are for game feel and fun.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.INetClientGameService">
            <summary>
            Provides additional host-related methods on top of the default game service.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.INetGameService">
            <summary>
            Represents an abstraction of the networking API used to send and receive messages.
            Host/join methods are specific to the game manager type on purpose, as those cannot be abstracted. However, once
            connected, this interface can be used as a generic way to send/receive messages regardless of whether we are a
            host or a client.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Game.INetGameService.NetId">
            <summary>
            The player ID of the local player.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Game.INetGameService.IsConnected">
            <summary>
            True when the net service is in a state where it can send messages.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Game.INetGameService.IsGameLoading">
            <summary>
            True if the last call to SetGameLoading was called with true, false otherwise.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Multiplayer.Game.INetGameService.Disconnected">
            <summary>
            Called when the network connection is disconnected and the sockets are disposed.
            On host, this occurs when we stop hosting. On clients, this can occur when we quit, our connection drops, or the
            host disconnects from us.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Game.INetGameService.Type">
            <summary>
            The type of manager this is (host, client, or singleplayer).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Game.INetGameService.Platform">
            <summary>
            The networking backend we are using to connect to players.
            Note that if we ever consider cross-platform, this likely needs to be contained in the player ID, not here.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.INetGameService.SendMessage``1(``0,System.UInt64)">
            <summary>
            Sends a message to a specific peer. Note that this should only be used as a host.
            </summary>
            <param name="message">The message to send.</param>
            <param name="playerId">The specific player to send to.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.INetGameService.SendMessage``1(``0)">
            <summary>
            Sends a message to all connected peers.
            On the host, this sends a message to all clients. On a client, this sends a message to only the host, but if the
            message has the broadcast flag set, the host will replicate it to all other clients.
            </summary>
            <param name="message">The message to send.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.INetGameService.RegisterMessageHandler``1(MegaCrit.Sts2.Core.Multiplayer.Game.MessageHandlerDelegate{``0})">
            <summary>
            Registers a message handler delegate which will be called when a message of type T is received.
            </summary>
            <param name="messageHandlerDelegate">The delegate to call.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.INetGameService.UnregisterMessageHandler``1(MegaCrit.Sts2.Core.Multiplayer.Game.MessageHandlerDelegate{``0})">
            <summary>
            Unregisters a message handler delegate that was previously registered. Does nothing if it was not registered.
            </summary>
            <param name="messageHandlerDelegate">The delegate to unregister.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.INetGameService.Update">
            <summary>
            Method which should be called at regular intervals.
            Messages, connections, or disconnections will not be processed unless this is called.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.INetGameService.Disconnect(MegaCrit.Sts2.Core.Entities.Multiplayer.NetError,System.Boolean)">
            <summary>
            Disconnects us from all connected peers.
            </summary>
            <param name="reason">The reason to pass to the remote end to indicate why we quit.</param>
            <param name="now">If false, then the connection is allowed to wait until messages are finished sending.
            Otherwise, the connection is terminated immediately.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.INetGameService.GetStatsForPeer(System.UInt64)">
            <summary>
            Returns the connection statistics for a given peer.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.INetGameService.SetGameLoading(System.Boolean)">
            <summary>
            DO NOT use this directly in most circumstances! Instead, use NetLoadingHandle.
            Tells the net service that the game is in a loading state, and that Update may be called irregularly.
            See <see cref="M:MegaCrit.Sts2.Core.Multiplayer.Quality.NetQualityTracker.SetIsLoading(System.Boolean)"/> for why this is needed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.INetGameService.SetBufferMessages(System.Boolean)">
            <summary>
            Begins buffering all messages.
            When the game is transitioning from one state to another, it will unregister and register message handlers. If
            this takes time, then there's a chance that a message will be sent during this window that the game doesn't know
            how to handle yet. This method should be called with true after a sync point and then false after the game is
            ready to handle messages again.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.INetGameService.GetRawLobbyIdentifier">
            <summary>
            Returns a unique identifier for the lobby that this service is connected to.
            Returns null if the net service is not yet connected.
            This returns a platform-specific identifier for use with rich presence. Feel free to refactor later if more
            info or more specific info is needed.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.MessageHandlerDelegate`1">
            <summary>
            Delegate which is called when a message is received.
            </summary>
            <typeparam name="T">The message type.</typeparam>
            <param name="message">The message that was received.</param>
            <param name="senderId">The sender of the message.</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.INetHostGameService">
            <summary>
            Provides additional host-related methods on top of the default game service.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Multiplayer.Game.INetHostGameService.ClientConnected">
            <summary>
            Event called when a new client connects to the host.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Multiplayer.Game.INetHostGameService.ClientDisconnected">
            <summary>
            Event called when a client disconnects from the host, either voluntarily or because we disconnected them.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.INetHostGameService.DisconnectClient(System.UInt64,MegaCrit.Sts2.Core.Entities.Multiplayer.NetError,System.Boolean)">
            <summary>
            Disconnects a client from the host.
            </summary>
            <param name="peerId">The client to disconnect.</param>
            <param name="reason">Why the client is being disconnected.</param>
            <param name="now">If true, the client will be forcibly disconnected. The reason may not make it to the client.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.INetHostGameService.SetPeerReadyForBroadcasting(System.UInt64)">
            <summary>
            Marks a client as ready to receive broadcasted messages.
            During the initial setup process, we don't want clients to receive broadcast messages as they may not be ready
            for them. Call this when initial setup is done.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.JoinFlow">
            <summary>
            Object which manages the join flow for the local player, who joins as a client.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.JoinFlow.Begin(MegaCrit.Sts2.Core.Multiplayer.Connection.IClientConnectionInitializer,Godot.SceneTree)">
            <summary>
            Begins the join flow.
            This task returns either a JoinResult with the final message in the join flow, for use initializing the run or
            the Lobby in the case of a rejoin or a join, respectively.
            </summary>
            <param name="initializer">The object to use when initializing the connection.</param>
            <param name="sceneTree">Scene tree to use for hooking into update.</param>
            <throws>ClientConnectionFailedException if the join fails. In this case, you should not use NetService. An error
            should be shown to the user and they may try to join again.</throws>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.ILoadRunLobbyListener">
            <summary>
            Handles callbacks generated by the <see cref="T:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.LoadRunLobby"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.ILoadRunLobbyListener.PlayerConnected(System.UInt64)">
            <summary>
            Called when a new player has connected. This includes the local player (even the host).
            If we are a client newly connecting to a host, and there are already players in the lobby, then this is called
            once for each player that is already in the lobby.
            </summary>
            <param name="playerId">The ID of the newly connected player.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.ILoadRunLobbyListener.RemotePlayerDisconnected(System.UInt64)">
            <summary>
            Called when another player has left the lobby.
            </summary>
            <param name="playerId">The ID of the player who has left.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.ILoadRunLobbyListener.ShouldAllowRunToBegin">
            <summary>
            Called when everyone is ready on the host. If this returns true, then the run will begin. Otherwise, the host
            will be un-readied and the run will not begin until the host re-readies.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.ILoadRunLobbyListener.BeginRun">
            <summary>
            Called when the run begins, on both host and client. When calling CloseAndBeginRun on the host, you should
            wait for this call to actually begin the run.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.ILoadRunLobbyListener.PlayerReadyChanged(System.UInt64)">
            <summary>
            Called when a player readies or un-readies.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.ILoadRunLobbyListener.LocalPlayerDisconnected(MegaCrit.Sts2.Core.Entities.Multiplayer.NetErrorInfo)">
            <summary>
            Called when the local player has been disconnected from the lobby.
            <param name="info">Information about why we were disconnected.</param>
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.IRunLobbyListener">
            <summary>
            Handles callbacks generated by the <see cref="T:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.RunLobby"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.IRunLobbyListener.GetRejoinMessage">
            <summary>
            Called when a player is attempting to rejoin the game.
            This should return a fully-filled ClientRejoinResponseMessage with the current game state.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.IRunLobbyListener.LocalPlayerDisconnected(MegaCrit.Sts2.Core.Entities.Multiplayer.NetErrorInfo)">
            <summary>
            Called when the local player has been disconnected from the lobby.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.IRunLobbyListener.RunAbandoned">
            <summary>
            Called when the run has been abandoned by the host.
            Note that LocalPlayerDisconnected will still be called in this case with NetError.Quit.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.IStartRunLobbyListener">
            <summary>
            Handles callbacks generated by the <see cref="T:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.StartRunLobby"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.IStartRunLobbyListener.PlayerConnected(MegaCrit.Sts2.Core.Entities.Multiplayer.LobbyPlayer)">
            <summary>
            Called when a new player has connected. This includes the local player (even the host).
            </summary>
            <param name="player">The newly connected player.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.IStartRunLobbyListener.PlayerChanged(MegaCrit.Sts2.Core.Entities.Multiplayer.LobbyPlayer,System.Boolean)">
            <summary>
            Called when a lobby player's state has changed (e.g. their chosen character has changed).
            </summary>
            <param name="player">The player whose state has changed.</param>
            <param name="isRandomCharacterResolution">This is only set to true when the player has changed due to the lobby
            resolving the random character to the real one when the run is beginning.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.IStartRunLobbyListener.AscensionChanged">
            <summary>
            Called when the host has changed the ascension level, on both host and client.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.IStartRunLobbyListener.SeedChanged">
            <summary>
            Called when the host has changed the custom seed, on both host and client.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.IStartRunLobbyListener.ModifiersChanged">
            <summary>
            Called when the host has changed the modifiers, on both host and client.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.IStartRunLobbyListener.MaxAscensionChanged">
            <summary>
            Called when a client joins with a lower max ascension level than the previous one, on both host and client.
            Also called when the character changes in a singleplayer game, changing the max ascension.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.IStartRunLobbyListener.RemotePlayerDisconnected(MegaCrit.Sts2.Core.Entities.Multiplayer.LobbyPlayer)">
            <summary>
            Called when another player has left the lobby.
            </summary>
            <param name="player">The player who has left.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.IStartRunLobbyListener.BeginRun(System.String,System.Collections.Generic.List{MegaCrit.Sts2.Core.Models.ActModel},System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Models.ModifierModel})">
            <summary>
            Called when the run begins, on both host and client. When calling CloseAndBeginRun on the host, you should wait
            for this call to actually begin the run.
            </summary>
            <param name="seed">The seed used to start the run.</param>
            <param name="acts">The acts used to start the run.</param>
            <param name="modifiers">The modifiers used to start the run.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.IStartRunLobbyListener.LocalPlayerDisconnected(MegaCrit.Sts2.Core.Entities.Multiplayer.NetErrorInfo)">
            <summary>
            Called when the local player has been disconnected from the lobby.
            <param name="info">Information about why we were disconnected.</param>
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.LoadRunLobby">
            <summary>
            Class which handles the connection flow for players resuming a run from a save file.
            This exists before Run, giving players an opportunity to all join before the run is resumed.
            Only connections from players in the loaded save file will be accepted; all other connections will be denied.
            <see cref="T:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.RunLobby"/> handles player connection and disconnection after the run begins.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.LoadRunLobby.HandshakeTimeout">
            <summary>
            If we are the host, this is the amount of time we give clients to send the handshake response in milliseconds.
            Public for tests.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.LoadRunLobby.CleanUp(System.Boolean,MegaCrit.Sts2.Core.Entities.Multiplayer.NetError)">
            <summary>
            This should be called to cleanup the lobby before exiting the lobby screen.
            </summary>
            <param name="disconnectSession">
            If true, the net service will be disconnected. Pass true if the lobby is being closed rather than transitioning
            to a run.
            </param>
            <param name="error">If disconnectSession is true, this is the error that is sent to clients.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.LoadRunLobby.AddLocalHostPlayer">
            <summary>
            Should be called when the lobby opens on the host player's side to generate the host's lobby player.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.RunLobby">
            <summary>
            Class which handles disconnection and reconnection while a run is in progress.
            <see cref="T:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.StartRunLobby"/> or <see cref="T:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.LoadRunLobby"/> are used to initialize the run. Once the run is in
            progress, those instances go away and this class takes over their responsibilities.
            Connections from players that are not currently in the run will be denied. Only players that existed in the run
            may reconnect to the RunLobby.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.RunLobby.#ctor(MegaCrit.Sts2.Core.Runs.GameMode,MegaCrit.Sts2.Core.Multiplayer.Game.INetGameService,MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.IRunLobbyListener,MegaCrit.Sts2.Core.Runs.IPlayerCollection,System.Collections.Generic.IEnumerable{System.UInt64})">
            <summary>
            Creates the RunLobby.
            </summary>
            <param name="gameMode">The type of run that was started.</param>
            <param name="netService">Net service used to send/receive messages.</param>
            <param name="lobbyListener">The lobby listener which receives callbacks from this lobby.</param>
            <param name="playerCollection">Queryable collection of players.</param>
            <param name="connectedPlayerIds">
            The connected player IDs. Note that this may be different than the IDs contained
            in the player collection if we launched a saved game, but not everyone in the save rejoined.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.RunLobby.Dispose">
            <summary>
            This should be called to cleanup the lobby before exiting the run.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.StartRunLobby">
            <summary>
            Class which handles the connection flow for players beginning a new run.
            Exists before Run does, and provides player data to start a multiplayer run.
            <see cref="T:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.RunLobby"/> handles player connection and disconnection after the run begins.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.StartRunLobby.HandshakeTimeout">
            <summary>
            If we are the host, this is the amount of time we give clients to send the handshake response in milliseconds.
            Public for tests.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.StartRunLobby.Act1">
            <summary>
            TEMPORARY way for the host to manually specify which ActModel they want for act 1.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.StartRunLobby.CleanUp(System.Boolean,MegaCrit.Sts2.Core.Entities.Multiplayer.NetError)">
            <summary>
            This should be called to cleanup the lobby before exiting the lobby screen.
            </summary>
            <param name="disconnectSession">
            If true, the net service will be disconnected. Pass true if the lobby is being closed rather than transitioning
            to a run.
            </param>
            <param name="error">If disconnectSession is true, this is the error that is sent to clients.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.StartRunLobby.AddLocalHostPlayer(MegaCrit.Sts2.Core.Unlocks.UnlockState,System.Int32)">
            <summary>
            Should be called when the lobby opens on the host player's side to generate the host's lobby player.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.StartRunLobby.AddLocalHostPlayerInternal(MegaCrit.Sts2.Core.Unlocks.SerializableUnlockState,System.Int32)">
            <summary>
            For use in tests and internally in this class.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.StartRunLobby.UpdatePreferredAscension">
            <summary>
            Updates the preferred Ascension.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.StartRunLobby.SetLocalCharacter(MegaCrit.Sts2.Core.Models.CharacterModel)">
            <summary>
            Sets the character chosen by the local player and replicates that to all peers.
            </summary>
            <param name="character"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.StartRunLobby.SetSeed(System.String)">
            <summary>
            Sets the seed to use for the run.
            This can only be called as host or singleplayer. Calling it on the client will throw an exception and have no
            effect. The seed is synced to the clients for display use, but the final seed that is used is sent in the
            <see cref="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.LobbyBeginRunMessage"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.StartRunLobby.SetModifiers(System.Collections.Generic.List{MegaCrit.Sts2.Core.Models.ModifierModel})">
            <summary>
            Sets the modifiers to use for the run.
            This can only be called as host or singleplayer. Calling it on the client will throw an exception and have no
            effect. The seed is synced to the clients for display use, but the final seed that is used is sent in the
            <see cref="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.LobbyBeginRunMessage"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.StartRunLobby.SetReady(System.Boolean)">
            <summary>
            Sets the local player to be ready or unready and syncs the state to all peers.
            This is called for both Singleplayer and Multiplayer (singleplayer uses a local lobby).
            </summary>
            <param name="ready"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.StartRunLobby.SyncAscensionChange(System.Int32)">
            <summary>
            Sets the ascension level. Should only be called on the host.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Game.MapSelectionSynchronizer.MapGenerationCount">
            <summary>
            Each time we generate a map, this counter goes up. It is used to keep track of multiplayer map votes and to
            discard map votes that are for old maps.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.MapVote">
            <summary>
            Represents a player's vote for the map coordinate to move to next.
            Used in multiplayer to tally player votes and move on to the one that the majority have voted for.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.MapVote.mapGenerationCount">
            <summary>
            How many map generations have occurred before this map vote was received.
            Used to invalidate map votes for old maps, in the case that a map was generated multiple times for the same act.
            See Golden Compass.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.MapVote.coord">
            <summary>
            The coordinate within the map the player has voted for.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.NetLoadingHandle">
            <summary>
            A utility class for marking the start and end of a loading sequence. Basically just equivalent of calling
            NetService.SetGameLoading with true, and then false at the end of the scope.
            Construct one of these with a using statement any time we enter a long loading sequence to let the networking layer
            know that the game's framerate might dip. If you don't do this, we might accidentally display a "waiting for
            connection from host" overlay because messages aren't being processed.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.OneOffSynchronizer">
            <summary>
            A synchronizer for a few one-off scenarios that don't fit in any other synchronizer.
            This should be used pretty rarely, and we should be on the lookout for patterns that emerge with new content.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.OneOffSynchronizer.DoLocalMerchantCardRemoval(System.Int32,System.Boolean)">
            <summary>
            Does merchant card removal for the local player.
            </summary>
            <param name="goldCost">The cost, in gold, that we should deduct from the player's gold count.</param>
            <param name="cancelable">If false, you are required to remove a card</param>
            <returns>A task that completes when the player finishes the removal flow. Result is true if the player removed
            a card, false otherwise.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.OneOffSynchronizer.DoLocalTreasureRoomRewards">
            <summary>
            Should be called after a player opens the chest in the treasure room to synchronize gold gain and other effects.
            </summary>
            <returns>The amount of gold given to the player.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.OneOffSynchronizer.TryHandleSpoilsMap(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Special one-off logic for Spoils Map. If more stuff ends up going here, make this a hook
            </summary>
            <returns>The amount of gold given by spoils map, if any.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.OneOffSynchronizer.DoLocalCrystalSphereRewards(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Random.Rng,System.Collections.Generic.List{MegaCrit.Sts2.Core.Events.Custom.CrystalSphereEvent.CrystalSphereItem})">
            <summary>
            Special one-off logic for presenting crystal sphere rewards to the player, and notifying other players that
            crystal sphere rewards are beginning for the local player.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.HoveredModelData">
            <summary>
            A bundle of data that resolves to a model that a player is hovering.
            This intermediate structure is necessary because references to models may not yet be available at the time that we
            receive the hover data. For example:
            - Player 1 is in fast mode, plays Alchemize, and hovers the resulting potion
            - Player 2 is in slow mode, and is still in the middle of the enemy turn when player 1 hovers the potion
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.HoveredModelTracker">
            <summary>
            Works with the PeerInputSynchronizer to synchronize the intent shown over the player's head during combat.
            Note that this doesn't do any message sending itself - PeerInputSynchronizer does the message sending and handling
            to reduce bandwidth. This is here only to separate out some of the state tracking from PeerInputSynchronizer.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.NetCursorHelper">
            <summary>
            Utilities to help with transforming mouse position from screen coordinates to a normalized position suitable for
            syncing mouse positions across various aspect ratios.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer">
            <summary>
            Synchronizes our local mouse state with peers and remote peers' with ours.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.StateAdded">
            <summary>
            Event fired when we first add a PeerInputState for a player.
            This occurs when a player emits a <see cref="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Sync.PeerInputMessage"/>, or when we attempt to get the input state for a player.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.StateRemoved">
            <summary>
            Event fired when a player disconnects, and their input state is removed.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.StateChanged">
            <summary>
            Event fired when any part of a player's input state is changed.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.ScreenChanged">
            <summary>
            Event fired only when a player emits a PeerInputMessage with a new screen type.
            The second argument is the old screen type.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.mockGetTicksMsec">
            <summary>
            If this is unset, Time.GetTicksMsec is used to check how much time has passed.
            This is used to mock time passing for tests.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.mockDelay">
            <summary>
            If this is unset, Task.Delay is used to buffer messages.
            This is used to mock time passing for tests.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.mockWaitSmall">
            <summary>
            If this is unset, Task.Yield is used to wait a moment before messages are sent.
            This is used to mock time passing for tests.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.PeerInputState.playerId">
            <summary> The player to whom this state belongs. </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.PeerInputState.netMousePosition">
            <summary> The mouse position of the player. </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.PeerInputState.isMouseDown">
            <summary> True if the player's mouse is held down, false otherwise. </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.PeerInputState.netScreenType">
            <summary> Which screen this player is looking at. </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.PeerInputState.hoveredModelData">
            <summary> The combat model the player is hovering over. Should only be non-null in combat. </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.PeerInputState.isTargeting">
            <summary> True if the player is in combat and is currently in targeting mode (drawing the targeting arrow),
            false otherwise. </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.PeerInputState.isUsingController">
            <summary>
            True if the player is currently using a controller.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.PeerInputState.controllerFocusPosition">
            <summary>
            Tracks the position of the current focused control. Only valid if isUsingController is true.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.SyncLocalMousePos(Godot.Vector2,Godot.Control)">
            <summary>
            Sync the local mouse position to other clients.
            This should be called any time the mouse position changes - the message will be buffered and sent at regular intervals.
            </summary>
            <param name="mouseScreenPos">The screen position of the mouse.</param>
            <param name="rootControl">The root control, used to normalize mouse coordinates across different resolutions and aspect ratios.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.SyncLocalControllerFocus(Godot.Vector2,Godot.Control)">
            <summary>
            Sync the position of the currently focused control node with other clients.
            </summary>
            <param name="focusPosition">the screen position of the currently focused control node</param>
            <param name="rootControl">The root control, used to normalize mouse coordinates across different resolutions and aspect ratios.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.SyncLocalIsUsingController(System.Boolean)">
            <summary>
            Sync whether or not the local player is using a controller.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.SyncLocalMouseDown(System.Boolean)">
            <summary>
            Sync the local mouse down state with other clients (so they show the correct cursor).
            </summary>
            <param name="mouseDown">True if the mouse is down, false otherwise.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.SyncLocalScreen(MegaCrit.Sts2.Core.Entities.Multiplayer.NetScreenType)">
            <summary>
            Sync the topmost overlay/capstone on the local player's screen to other peers.
            </summary>
            <param name="netScreenType">The topmost overlay/capstone on the local player's screen.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.SyncLocalHoveredModel(MegaCrit.Sts2.Core.Models.AbstractModel)">
            <summary>
            ONLY the HoveredModelTracker should call this! You likely want to call one of the HoveredModelTracker methods instead.
            Sync the model that the player is currently hovering.
            </summary>
            <param name="model">The model that the local player is hovering.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.SyncLocalIsTargeting(System.Boolean)">
            <summary>
            Sync whether or not the player is currently in targeting mode.
            </summary>
            <param name="isTargeting">True if we're currently displaying the targeting arrow locally, false otherwise.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.TrySendSyncMessage">
            <summary>
            Sends a sync message if enough time has passed since the last one, or buffers it to be sent otherwise.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.StartOverridingCursorPositioning(MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.INetCursorPositionTranslator)">
            <summary>
            Override the normalization calculation for the mouse cursor position.
            On screens like the Map screen, synchronizing cursor position based on screen position is not correct. This
            method allows you to override the translation from net position to screen position and vice versa.
            </summary>
            <param name="positionTranslator">The object to use when translating cursor positions.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.StopOverridingCursorPositioning">
            <summary>
            Stop overriding the normalization calculation for the mouse cursor position.
            Should be called after StartOverridingCursorPositioning when the screen is exited.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.GetControlSpaceFocusPosition(System.UInt64,Godot.Control)">
            <summary>
            Returns the control-space position of a given player within the given control.
            If the player is using a mouse, then this would be the mouse's position
            If the player is using the controller, then this would be the position of the control node that that player is
            currently focused on (this is currently only set up for the treasure room).
            Different resolutions and aspect ratios are all mapped to the same 1920x1080 reference resolution in control-
            space. Essentially, the position returned by this method can be used set the position property on a Control with
            a cursor image as rootControl's child and have it look approximately the same across all peers.
            </summary>
            <param name="playerId">Player for which the mouse cursor position should be obtained.</param>
            <param name="rootControl">The root control to position the mouse cursor relative to. Should only be null in tests.</param>
            <returns></returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.GetMouseDown(System.UInt64)">
            <returns>True if the given player is holding the mouse down, false otherwise.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.GetScreenType(System.UInt64)">
            <returns>The top-most overlay or capstone that the given player is looking at.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.GetHoveredModelData(System.UInt64)">
            <summary> WARNING: You probably want HoveredModelTracker methods instead! </summary>
            <returns>Info about what model the player is hovering.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.GetIsTargeting(System.UInt64)">
            <returns>True if the player is currently in combat targeting mode, false otherwise.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.PeerInputSynchronizer.OnPlayerDisconnected(System.UInt64)">
            <summary>
            Removes the player state from the synchronizer if it exists and notifies listeners.
            Note that, if the player is still connected to the session and sends a PeerInputMessage, the state will be
            re-created, so this method should be called as late as possible in the disconnection flow.
            </summary>
            <param name="playerId">The player that left the game.</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.ScreenStateTracker">
            <summary>
            Keeps track of the local player's screen state and synchronizes it to remote peers via the PeerInputSynchronizer.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.ScreenStateTracker._onRewardsScreenCompleted">
            <summary>
            Callable.From() creates a new delegate each call, so we store it to ensure IsConnected() can match the same
            instance used to Connect(). This prevents Godot's "signal already connected" error when the rewards screen
            re-emerges as the top overlay after another overlay is pushed on top and later popped.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.ScreenStateTracker.OnMapScreenVisibilityChanged">
            <summary>
            The map is not an overlay or a capstone, it's part of <see cref="T:MegaCrit.Sts2.Core.Nodes.NRun"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.PeerInput.ScreenStateTracker.SetIsInSharedRelicPickingScreen(System.Boolean)">
            <summary>
            The shared relic picking screen at the treasure room is not an overlay or a capstone, it's part of the state of
            the room, so it needs to get synchronized manually.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.ReactionSynchronizer">
            <summary>
            Handles miscellaneous multiplayer messages that are for game feel and fun.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.RestSiteSynchronizer.TrySendHoverMessage">
            <summary>
            Sends a hover message if enough time has passed since the last one, or buffers it to be sent otherwise.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer">
            <summary>
            Synchronizer responsible for executing reward set behavior for each player.
            When any player generates a reward from any source (end of combat, relics, events), the RewardsSet calls into this
            synchronizer. Then, as the owning player selects or skips rewards, they send messages to all other players
            indicating which rewards they took. This synchronizer handles those messages.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer._rewardStates">
            <summary>
            Reward state for each player.
            There is one for each player in _playerCollection, in the same order.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.RewardSetCompleteState">
            <summary>
            Denotes how a reward set was completed.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.RewardSetCompleteState.Completed">
            <summary>
            All the rewards in the set were taken.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.RewardSetCompleteState.Skipped">
            <summary>
            Some (or all) of the rewards in the set were skipped.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.BufferedMessage">
            <summary>
            Represents a message that was sent for a remote player about a reward set that has not yet spawned for the local
            player.
            For example, if players have differing combat speeds, one player may reach the end of combat before us, and
            begin taking their rewards. This will start sending messages, but our local NCombatUi will not have begun the
            rewards process yet, so we need to buffer the remote messages for when it does.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.PlayerRewardState">
            <summary>
            Reward state for a given player. Contains a stack of reward sets.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.PlayerRewardState.rewardsStack">
            <summary>
            The reward sets the player is currently choosing from.
            Players can have multiple rewards screens up because relics, when taken from a rewards screen, may themselves
            spawn new rewards screens. This acts like a stack.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.PlayerRewardState.bufferedMessages">
            <summary>
            If messages are received for a reward before it is started locally, then they will be buffered here until
            the reward set is spawned.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.PlayerRewardState.completedRewards">
            <summary>
            Completed reward IDs, for bookkeeping purposes.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.PlayerRewardState.nextId">
            <summary>
            The next ID to assign the rewards set for the given player.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.RewardsSetState">
            <summary>
            State of a single reward set.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.RewardsSetState.set">
            <summary>
            The set of rewards.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.RewardsSetState.completionSource">
            <summary>
            The completion source to complete when the rewards are all taken, or when they are skipped.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.BeginRewardsSet(MegaCrit.Sts2.Core.Rewards.RewardsSet)">
            <summary>
            Begin tracking a rewards set.
            This is called when a reward set is spawned and offered to the owning player.
            </summary>
            <param name="set">The rewards set to track.</param>
            <returns>A Task which completes when the player is done taking the rewards.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.SelectLocalReward(MegaCrit.Sts2.Core.Rewards.Reward)">
            <summary>
            Selects a reward locally.
            Throws if the reward is not owned by the local player.
            </summary>
            <param name="reward">The reward to select.</param>
            <returns>A Task which completes when the player finishes with the reward. See <see cref="M:MegaCrit.Sts2.Core.Rewards.Reward.SelectUnsynchronized"/>.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.SkipLocalRewardsSet">
            <summary>
            Skips the current rewards that the local player is looking at.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.HandleRewardSelectedMessage(MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Sync.RewardSelectedMessage,System.UInt64)">
            <summary>
            Called when a remote player selects a reward.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.HandleRewardSetSkippedMessage(MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Sync.RewardSetSkippedMessage,System.UInt64)">
            <summary>
            Called when a remote player skips the remaining the rewards in a set.
            This is NOT called when the player skips post-combat rewards. <see cref="M:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.BeforeLeavingRoom"/> handles that case.
            This is only called if a player explicitly hits the "skip" button, which can only occur if the rewards are a
            non-room reward (e.g. Orrery).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.SelectRewardForPlayer(MegaCrit.Sts2.Core.Entities.Players.Player,System.Int32)">
            <summary>
            Selects the reward at the specified index for the given player's top-most rewards screen.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.SelectRewardForPlayer(MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.RewardsSetState,MegaCrit.Sts2.Core.Rewards.Reward)">
            <summary>
            Selects the passed reward for the given reward set.
            Takes care of completing the reward set if all rewards have been obtained.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.CompleteRewardsSetIfNecessary(MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.RewardsSetState)">
            <summary>
            If all rewards in the passed state are successfully complete, then the set is marked as complete.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.SkipRewardsSetOnStackTopForPlayer(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Skips all rewards in reward set on the top of the stack for the given player, completing the reward set.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.SkipRewardsSet(MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.RewardsSetState)">
            <summary>
            Skips all rewards in the passed reward set, completing the reward set.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.CompleteRewardsSet(MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.RewardsSetState,MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.RewardSetCompleteState)">
            <summary>
            Marks a rewards set as complete (or skipped), popping it off the owning player's stack.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.IsRewardsSetCompleted(MegaCrit.Sts2.Core.Rewards.RewardsSet)">
            <summary>
            Returns true if the passed reward set has been completed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.IsRewardsSetCompleted(MegaCrit.Sts2.Core.Entities.Players.Player,System.Int32)">
            <summary>
            Returns true if the passed reward set ID has been completed for the given player.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.BeforeLeavingRoom">
            <summary>
            Skips all remaining rewards for all players.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.GetNextRewardIds">
            <summary>
            Gets all the next reward IDs in player slot order.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.RewardSynchronizer">
            <summary>
            Temporary synchronizer that tells other players about rewards that a player receives in non-deterministic contexts
            Currently only used at the merchant.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.RewardSynchronizer.DoUnsyncedCardRemoval(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Does card removal for the given player WITHOUT syncing it.
            This is a temporary bridge method for things that already execute deterministically (card removal rewards) and
            things that don't (merchant card removal).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.RunLocationTargetedMessageBuffer">
            <summary>
            Responsible for holding messages that are not destined for the current map point, and waiting until that map point
            is entered before processing those messages.
            We may be slow to transition to a new map point (e.g. because of loading delays), and messages from other peers may
            come in before we're ready to receive them.
            Note that it is important that queued messages are sent out in the order that they were received.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.RunLocationTargetedMessageBuffer.OnLocationChanged(MegaCrit.Sts2.Core.Runs.RunLocation)">
            <summary>
            This should be called whenever the run location changes. If messages are blocked waiting for a location change,
            then they will be sent to registered message handlers in the order that they were received.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.RunLocationTargetedMessageBuffer.RegisterMessageHandler``1(MegaCrit.Sts2.Core.Multiplayer.Game.MessageHandlerDelegate{``0})">
            <summary>
            Registers a message handler for map targeted messages.
            <see cref="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.IRunLocationTargetedMessage"/>s should be registered here instead of directly to the INetGameHandler; otherwise,
            they may be received at the wrong time.
            </summary>
            <param name="handler">
            The delegate to call when the message type is received or when we enter a new location and a message for that
            location is enqueued.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.RunLocationTargetedMessageBuffer.UnregisterMessageHandler``1(MegaCrit.Sts2.Core.Multiplayer.Game.MessageHandlerDelegate{``0})">
            <summary>
            Unregisters a message handler for map targeted messages.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.RunLocationTargetedMessageBuffer.HandleMessage``1(``0,System.UInt64)">
            <summary>
            Internal method which either sends the message to the handler, or enqueues it if the message is not destined
            for a location we have already visited.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Game.TreasureRoomRelicSynchronizer">
            <summary>
            Synchronizes treasure room shared relic picking in multiplayer.
            After opening the treasure chest, players are presented with multiple relics. They may vote on any one of the relics
            to take. After all players cast a vote:
            - If only one player votes for a relic, then that player gets the relic.
            - If multiple players have voted for a relic, they play rock-paper-scissors. The winning player gets the relic.
            - If no one has voted for a relic, a random loser of a rock-paper-scissors game gets the relic.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.TreasureRoomRelicSynchronizer._singleplayerSkipped">
            <summary>
            Set to true if the player skips the relic in singleplayer.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.TreasureRoomRelicSynchronizer.PlayerVote.index">
            <summary>
            Index of relic voted on. If null, then player skipped.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Game.TreasureRoomRelicSynchronizer.PlayerVote.voteReceived">
            <summary>
            If true, then the player has voted. False if the player has not yet picked an option.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.TreasureRoomRelicSynchronizer.BeginRelicPicking">
            <summary>
            Call this when the treasure room is opened to generate the relics that are selected.
            CurrentRelics will be null until this is called.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.TreasureRoomRelicSynchronizer.SkipRelicLocally">
            <summary>
            Little semantic sugar which calls PickRelicLocally with null.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.TreasureRoomRelicSynchronizer.PickRelicLocally(System.Nullable{System.Int32})">
            <summary>
            Called when the local player chooses a relic to vote for.
            Note that this immediately invokes `VotesChanged` with the new vote. However, the vote is not confirmed until
            the resulting action round-trips to the host.
            </summary>
            <param name="index">The index of the relic in CurrentRelics that the player voted for, or null if the player
            chose to skip.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.TreasureRoomRelicSynchronizer.OnPicked(MegaCrit.Sts2.Core.Entities.Players.Player,System.Nullable{System.Int32})">
            <summary>
            Called when any player (local or remote) has voted for a relic.
            </summary>
            <param name="player">The player that voted.</param>
            <param name="index">The index of the relic in CurrentRelics that the player voted for.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.TreasureRoomRelicSynchronizer.OnRoomExited">
            <summary>
            Called when the room is exited.
            Used to avoid emitting an error in the legitimate case where the player never completes relic picking in singleplayer.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.TreasureRoomRelicSynchronizer.GetPlayerVote(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Returns the relic that the player is currently voting for.
            If the player has not yet voted for a relic, then null is returned.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.TreasureRoomRelicSynchronizer.CompleteWithNoRelics">
            <summary>
            Completes relic picking immediately with no relics awarded.
            Called when the chest is empty (e.g., due to SilverCrucible).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Game.TreasureRoomRelicSynchronizer.TryGetRelicForTutorial(MegaCrit.Sts2.Core.Unlocks.UnlockState)">
            <summary>
            If treasure room rarity should be forced because the player is currently playing a tutorial run, this returns
            a non-null rarity. Otherwise, the rarity is randomized.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.ActionEnqueuedMessage">
            <summary>
            Sent from the host to clients to indicate that a GameAction has been enqueued.
            This is one of the most important messages in the game. The game assumes that:
            - These messages are sent and received reliably
            - These messages are received in the order that they are sent
            - These messages are ordered correctly with ResumeActionAfterPlayerChoiceMessages
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.CardRemovedMessage">
            <summary>
            Sent when a player begins removing a card at the merchant.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Checksums.ChecksumDataMessage">
            <summary>
            Sent from clients to host when a checksum is generated. The host should validate the checksum. No action is needed
            if the checksum matches the host's, but if it does not, a StateDivergenceMessage should be generated and sent to
            the client.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Checksums.StateDivergenceMessage">
            <summary>
            Sent when a state divergence is detected due to the host and client checksums mismatching.
            First this is sent from host to client, then it is sent from client to host.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Flavor.ClearMapDrawingsMessage">
            <summary>
            Sent when a player clears their drawings at the map screen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Flavor.EndTurnPingMessage">
            <summary>
            Sent when a player has ended their turn and presses the "Ping" button to annoy other players.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Flavor.MapDrawingMessage">
            <summary>
            Sent when a player begins drawing a line, updates the position of the line drawing, or ends drawing a line.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Flavor.MapDrawingModeChangedMessage">
            <summary>
            Sent when a player presses the pencil button at the bottom-left of the map screen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Flavor.MapPingMessage">
            <summary>
            Sent when a player clicks on a map coordinate that they've already voted on.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Flavor.ReactionMessage">
            <summary>
            Sent when a player uses the reaction wheel to send a reaction.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.HookActionEnqueuedMessage">
            <summary>
            Sent from the host to clients to indicate that a GenericHookGameAction has been enqueued.
            This is slightly different than ActionEnqueuedMessage. The Action itself is not serialized, because it is difficult
            to serialize every different action that could be executed by a hook. Since hooks are executed by every player,
            we instead map the hook to an incrementing integer that is the same across all peers, and use that to identify
            which hook will be assigned to the GameAction that is created.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.MerchantCardRemovalMessage">
            <summary>
            Sent when a player begins removing a card at the merchant.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.PlayerChoiceMessage">
            <summary>
            Broadcast from a peer to all other peers when that peer has made a choice in combat.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.RequestEnqueueActionMessage">
            <summary>
            Sent from clients to host when they initiate a GameAction.
            The GameAction must not be enqueued until the host sends back an ActionEnqueuedMessage, to preserve determinism.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.RequestEnqueueHookActionMessage">
            <summary>
            Sent from the clients to host too request that a hook action be enqueued.
            It is implicitly assumed that the owner of the hook action to be enqueued is the sender.
            This is slightly different than RequestEnqueueActionMessage. The Action itself is not serialized, because it is
            difficult to serialize every different action that could be executed by a hook. Since hooks are executed by every
            player, we instead map the hook to an incrementing integer that is the same across all peers, and use that to
            identify which hook will be assigned to the GameAction that is created.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.RequestResumeActionAfterPlayerChoiceMessage">
            <summary>
            Requests that the action currently paused on the sender's action queue be resumed.
            The action ID sent must be an action that is in the WaitingForPlayerChoice state.
            The GameAction should not be resumed until the host sends back a ResumeActionAfterPlayerChoiceMessage.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.ResumeActionAfterPlayerChoiceMessage">
            <summary>
            Sent from the host to the client. Informs clients that an action has been resumed after it was placed in the
            WaitingForPlayerChoice state.
            Note that this message and ActionEnqueuedMessage must be received in the same order that they are sent.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.RunAbandonedMessage">
            <summary>
            Sent by the host to all clients when the host abandons the run.
            The clients should also abandon the run.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Sync.OptionIndexChosenMessage">
            <summary>
            Used both in events and rest sites to synchronize the option chosen by a player.
            In events, optionIndex is the index of the currently displayed EventOption to choose.
            In rest sites, optionIndex is the index of the currently displayed RestSiteOption to choose.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Sync.PeerInputMessage">
            <summary>
            Message sent to update the input state of a remote peer.
            Input state includes mouse position, mouse down state, and hover info.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Sync.RewardSelectedMessage">
            <summary>
            Message that is sent when a reward is selected from a rewards screen.
            This is sent BEFORE obtaining a reward. For instance, when a player selects a card reward, this message is sent
            before the player finishes selecting the card they wish to choose. The card selection occurs as a separate process.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Sync.RewardSetSkippedMessage">
            <summary>
            Message sent when a player chooses to skip the remaining rewards in a set of rewards.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Sync.SharedEventOptionChosenMessage">
            <summary>
            Sent by the host to all clients when votes are received by all players during a shared event. This message specifies
            the option that all players should execute.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.Sync.VotedForSharedEventOptionMessage">
            <summary>
            Broadcast from peers to all other peers when they vote on an event option during a shared event.
            This only records the votes; the host is the one that ultimately chooses the event option and sends it via
            SharedEventOptionChosenMessage.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.SyncPlayerDataMessage">
            <summary>
            Broadcast to all peers at the start of combat to sync player data (deck, HP, max potion slots, etc).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.SyncRngMessage">
            <summary>
            Sent to all clients from host at the start of combat to sync RNG state.
            TODO: This might not be the right thing to do! If a client has rolled Niche but the host hasn't, and we roll that
                  back, will we end up generating the same RNG again for the same thing?
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Game.TreasureChestOpenedMessage">
            <summary>
            Sent at a treasure room when a remote player opens the treasure chest.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.ClientLoadJoinRequestMessage">
            <summary>
            Sent by a client to the host as their first message, requesting that they join a loaded lobby.
            Only sent if the lobby was started from a loaded game.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.ClientLoadJoinResponseMessage">
            <summary>
            Sent by a host to a client in response to a ClientLoadJoinRequestMessage.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.ClientLobbyJoinRequestMessage">
            <summary>
            Sent from a newly connected client to the host as the first message in the joining flow.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.ClientLobbyJoinResponseMessage">
            <summary>
            Sent from the host to a newly joined client in response to their ClientLobbyJoinRequestMessage.
            On other clients, PlayerJoinedMessage is sent.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.ClientLobbyJoinResponseMessage.playersInLobby">
            <summary>
            List of players already in the lobby.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.ClientLobbyJoinResponseMessage.dailyTime">
            <summary>
            If the run is a daily, this contains information about the time that the host requested from the time server.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.ClientLobbyJoinResponseMessage.ascension">
            <summary>
            Current ascension that the lobby is set to.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.ClientLobbyJoinResponseMessage.seed">
            <summary>
            Seed set at time of join. Only non-null if in a custom game. The true seed to use is sent when the run begins.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.ClientLobbyJoinResponseMessage.modifiers">
            <summary>
            Modifiers present in the lobby at the time of join.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.InitialGameInfoMessage">
            <summary>
            Sent from the host to the client as the first message after the client connects.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.InitialGameInfoMessage.version">
            <summary>
            The version of the game the host is running.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.InitialGameInfoMessage.idDatabaseHash">
            <summary>
            A hash of all the IDs in the model database.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.InitialGameInfoMessage.gameplayAffectingMods">
            <summary>
            A list of all the gameplay-affecting mods that the host has installed, if any.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.InitialGameInfoMessage.otherMods">
            <summary>
            A list of all the non-gameplay-affecting mods that the host has installed, if any.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.InitialGameInfoMessage.gameMode">
            <summary>
            What kind of run this is (standard, daily, custom).
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.InitialGameInfoMessage.sessionState">
            <summary>
            What state the run is currently in.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.InitialGameInfoMessage.connectionFailureReason">
            <summary>
            If the host is about to disconnect the client, why.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.InitialGameInfoMessage.Basic">
            <summary>
            Returns an InitialGameInfoMessage with the version and idDatabaseHash filled in.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.LobbyAscensionChangedMessage">
            <summary>
            Sent by the host when the chosen ascension level changes.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.LobbyBeginLoadedRunMessage">
            <summary>
            Sent when the <see cref="T:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.LoadRunLobby"/> closes and the run begins.
            Used only in <see cref="T:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.LoadRunLobby"/>. Lobby uses <see cref="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.LobbyBeginRunMessage"/>.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.LobbyBeginRunMessage">
            <summary>
            Sent when the lobby closes and the run begins.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.LobbyModifiersChangedMessage">
            <summary>
            Sent by the host when the modifiers in the custom run menu changes.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.LobbyPlayerChangedCharacterMessage">
            <summary>
            Broadcast to all peers when a player in the lobby changes their selected character.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.LobbyPlayerSetReadyMessage">
            <summary>
            Sent by a player when that player is ready to begin the run.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.LobbySeedChangedMessage">
            <summary>
            Sent by the host when the overridden seed in the custom run menu changes.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.PlayerJoinedMessage">
            <summary>
            Sent from host to clients when a client has joined.
            The newly joined client receives ClientSlotGrantedMessage and not this message.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.PlayerLeftMessage">
            <summary>
            Sent from host to all clients when a client has disconnected from the lobby.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.PlayerReconnectedMessage">
            <summary>
            Sent from host to clients when a client has reconnected, either in <see cref="T:MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.LoadRunLobby"/> or during a run.
            The newly joined client receives ClientRejoinResponseMessage and not this message.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Messages.Lobby.PlayerRejoinedMessage">
            <summary>
            Sent from host to all clients when a client has rejoined the game.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.NetHostGameService.SetPeerReadyForBroadcasting(System.UInt64)">
            <summary>
            Starts sending broadcasted messages to a peer.
            When a peer first connects, messages that have ShouldBroadcast set are not sent to that peer. They are only sent
            to the newly connected peer after this method is called, passing the newly connected peer's ID.
            This is used to prevent messages from being sent to a peer until the game-level connection flow has been completed.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Quality.ConnectionStats">
            <summary>
            Holds statistics about a particular connection to a network peer.
            See <see cref="T:MegaCrit.Sts2.Core.Multiplayer.Quality.NetQualityTracker"/> for how this class is generally used.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Quality.ConnectionStats._statuses">
            <summary>
            A ring buffer of heartbeat statuses.
            Heartbeats use a monotonically increasing counter for identification. We use that index to overwrite old
            heartbeat statuses in this buffer for tracking.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Quality.ConnectionStats._logger">
            <summary>
            Logger object for this connection
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Quality.ConnectionStats.PeerId">
            <summary>
            The peer for which this object gathers statistics.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Quality.ConnectionStats.PingMsec">
            <summary>
            The estimated average round-trip time to the peer.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Quality.ConnectionStats.PacketLoss">
            <summary>
            The estimated average packet loss to the peer.
            Note that this is the sum of both outbound and inbound packet loss.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Quality.ConnectionStats.LastReceivedTime">
            <summary>
            The last time (msec) we received a packet from the peer.
            If the difference between the current time and this is a large value, then we might be about to time out.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Quality.ConnectionStats.RemoteIsLoading">
            <summary>
            True if the remote end is currently loading, and we should not expect consistent packets.
            Used in conjunction with LastReceivedTime to determine whether we should show a "connection interrupted" overlay.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Quality.ConnectionStats.GenerateHeartbeat(System.UInt64)">
            <summary>
            Generates a heartbeat request to be sent to the peer.
            </summary>
            <param name="timeMsec">The current time in milliseconds.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Quality.ConnectionStats.OnHeartbeatReceived(MegaCrit.Sts2.Core.Multiplayer.Messages.HeartbeatResponseMessage,System.UInt64)">
            <summary>
            Call me when we receive a heartbeat message for the peer.
            </summary>
            <param name="message">The message that was received.</param>
            <param name="timeMsec">The current time in milliseconds.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Quality.ConnectionStats.OnPacketLost">
            <summary>
            Called when we're about to overwrite a heartbeat status in the ring buffer, and a response to it was never
            received.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Quality.HeartbeatStatus">
            <summary>
            Represents the status of a heartbeat message. See <see cref="T:MegaCrit.Sts2.Core.Multiplayer.Quality.NetQualityTracker"/>.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Quality.HeartbeatStatus.counter">
            <summary>
            The heartbeat index this is tracking.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Quality.HeartbeatStatus.sentMsec">
            <summary>
            The time at which this heartbeat was sent.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Quality.HeartbeatStatus.receivedMsec">
            <summary>
            The time at which this heartbeat was received, or null if it has not been received.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Quality.NetQualityTracker">
             <summary>
             Keeps track of the quality of the connection to each peer, for use in displaying "poor connection" notifications to
             the user.
            
             To estimate connection quality, the following strategy is used:
             - At regular intervals, a "heartbeat" message is generated and sent to each peer. We record the time at which the
               message is sent.
             - When it is received, the peer echoes the heartbeat message back to us.
             - When we receive the response, we check when it was sent, and adjust our estimated round-trip time (ping) to the
               peer accordingly (in <see cref="T:MegaCrit.Sts2.Core.Multiplayer.Quality.ConnectionStats"/>).
             - If we go some time without seeing the echoed message, then we assume the packet is lost. We adjust our estimated
               packet loss to the peer accordingly.
            
             Further work can be done here to estimate jitter, but I don't think we need it for this game.
             </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Quality.NetQualityTracker.sendRateMsec">
            <summary>
            The time that must elapse before sending another heartbeat packet.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Quality.NetQualityTracker.logRateMsec">
            <summary>
            The time that must elapse before we log the connection statistics to the log.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Quality.NetQualityTracker._stats">
            <summary>
            Connection statistics objects, one per peer.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Quality.NetQualityTracker._lastUpdateMsec">
            <summary>
            The last time we sent a heartbeat packet.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Quality.NetQualityTracker._lastLogMsec">
            <summary>
            The last time we logged the connection statistics.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Quality.NetQualityTracker._isLoading">
            <summary>
            True if the game is in a loading state. See <see cref="M:MegaCrit.Sts2.Core.Multiplayer.Quality.NetQualityTracker.SetIsLoading(System.Boolean)"/>.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Quality.NetQualityTracker.getTimeMsec">
            <summary>
            This is called when to get the current time. Used to mock time in tests. If null, Time.GetTicksMsec is used.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Quality.NetQualityTracker.GetCurrentTime">
            <summary>
            Gets the current time.
            Pulls from godot or a mock time source.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Quality.NetQualityTracker.OnPeerConnected(System.UInt64)">
            <summary>
            Should be called whenever a peer connects. Begins tracking their connection statistics.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Quality.NetQualityTracker.OnPeerDisconnected(System.UInt64)">
            <summary>
            Should be called whenever a peer connects. Stops tracking their connection statistics.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Quality.NetQualityTracker.SetIsLoading(System.Boolean)">
            <summary>
            Called when the game enters or exits a loading state.
            This is important to know because, in the middle of loading, NetService.Update can be called at irregular
            intervals, leading to a much larger-than-normal round-trip time even though the network connection is stable.
            This info is sent through the HeartbeatResponseMessage, and when it is true, the receiver should not update
            ping, but still update last received time.
            </summary>
            <param name="isLoading">True if the game is in a loading state, false otherwise.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Quality.NetQualityTracker.Update">
            <summary>
            Should be called on a regular basis to send heartbeat messages.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Quality.NetQualityTracker.HandleHeartbeatRequestMessage(MegaCrit.Sts2.Core.Multiplayer.Messages.HeartbeatRequestMessage,System.UInt64)">
            <summary>
            Called whenever a heartbeat request comes in.
            This just echoes the heartbeat response back to the sender.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Quality.NetQualityTracker.HandleHeartbeatResponseMessage(MegaCrit.Sts2.Core.Multiplayer.Messages.HeartbeatResponseMessage,System.UInt64)">
            <summary>
            Called whenever a response to our heartbeat request comes back.
            Processes the message and updates our statistics.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Quality.NetQualityTracker.GetStatsForPeer(System.UInt64)">
            <summary>
            Returns the statistics for a given peer.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Serialization.INetMessage.ShouldBroadcast">
            <summary>
            If set, when this message is sent to the host, it will be echoed to all clients.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Serialization.INetMessage.Mode">
            <summary>
            Whether this message is transferred reliably or unreliably.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Serialization.INetMessage.LogLevel">
            <summary>
            What log level to use when logging info about this message.
            Almost all messages should be VeryDebug - only set this to Info for messages that are logged very infrequently.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Serialization.INetMessage.ShouldBuffer">
            <summary>
            Determines whether a message is buffered when NetMessageBus.SetBufferMessages is called with true.
            Should almost always be true. Only set to false for messages that can always be properly handled when a
            connection is valid.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Serialization.ModelIdSerializationCache._categoryNameToNetIdMap">
            For serializing over the network, to save space, we map the string names statically to integers...
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Serialization.ModelIdSerializationCache._netIdToCategoryNameMap">
            ...and vice-versa.
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Serialization.ModelIdSerializationCache.Init">
            <summary>
            Initializes the serialization cache.
            Note that the alternative is to initialize in a static initializer, but if we do this we don't control the time
            at which it gets initialized, and it usually happens at a bad time during gameplay.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Multiplayer.Serialization.NetTypeCache`1">
            <summary>
            Bidirectional map of types to unique integer IDs, for use in serialization.
            </summary>
            <typeparam name="TBase">All classes which implement this type will automatically be mapped by this class.</typeparam>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Serialization.NetTypeCache`1.TypeToId``1">
            <summary>
            Obtain the ID for a given type.
            </summary>
            <typeparam name="T">The type to map.</typeparam>
            <returns>The integer ID for the type T.</returns>
            <exception cref="T:System.InvalidOperationException">Thrown if T does not implement TBase.</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Serialization.NetTypeCache`1.TypeToId(System.Type)">
            <summary>
            Obtain the ID for a given type.
            </summary>
            <param name="type">The type to map.</param>
            <returns>The integer ID for the given type.</returns>
            <exception cref="T:System.InvalidOperationException">Thrown if type does not implement TBase.</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Serialization.NetTypeCache`1.TryGetTypeFromId(System.Int32,System.Type@)">
            <summary>
            Obtain the type for a given integer ID.
            </summary>
            <param name="id">The ID to map to a type.</param>
            <param name="type">The type for the given ID.</param>
            <returns>True if a type was found for the ID, false otherwise.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Transport.ENet.ENetConnectionExtension.TryService(Godot.ENetConnection,System.Nullable{MegaCrit.Sts2.Core.Multiplayer.Transport.ENet.ENetServiceData}@)">
            <summary>
            Polls an ENetConnection, returning the events that have occurred since the last poll.
            This wraps ENet.Service into a more digestible method.
            </summary>
            <param name="connection">The connection to poll.</param>
            <param name="output">The event we polled from the connection, if any.</param>
            <returns></returns>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Transport.NetClient._handler">
            <summary>
            Delegate to notify about events.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Transport.NetClient.IsConnected">
            <summary>
            True this client is connected to a host, false otherwise.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Transport.NetClient.NetId">
            <summary>
            The network ID of the client.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Transport.NetClient.HostNetId">
            <summary>
            The network ID of the host we are connected to.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Transport.NetClient.Update">
            <summary>
            Should be called at regular intervals to send and receive messages.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Transport.NetClient.SendMessageToHost(System.Byte[],System.Int32,MegaCrit.Sts2.Core.Multiplayer.Transport.NetTransferMode,System.Int32)">
            <summary>
            Sends a message to the host.
            </summary>
            <param name="bytes">The byte content of the message.</param>
            <param name="length">The amount of bytes, starting from index 0, to send from bytes.</param>
            <param name="mode">Method of transfer (reliable or unreliable).</param>
            <param name="channel">The channel to use to send the message.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Transport.NetClient.DisconnectFromHost(MegaCrit.Sts2.Core.Entities.Multiplayer.NetError,System.Boolean)">
            <summary>
            Disconnects from the host.
            </summary>
            <param name="reason">THe reason to send to the client accompanying the disconnection.</param>
            <param name="now">If true, we will be forcibly and immediately disconnected. If false, we are disconnected at
            some point in the near future.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Transport.NetClient.GetRawLobbyIdentifier">
            <summary>
            Returns a unique identifier for the lobby that the client is connected to.
            Returns null if the client is not yet connected or has been disconnected.
            This returns a platform-specific identifier for use with rich presence. Feel free to refactor later if more
            info or more specific info is needed.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Multiplayer.Transport.NetHost._handler">
            <summary>
            Delegate to notify about events.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Transport.NetHost.ConnectedPeerIds">
            <summary>
            The IDs of currently connected clients.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Transport.NetHost.IsConnected">
            <summary>
            True if clients are able to connect and receive messages, false otherwise.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Multiplayer.Transport.NetHost.NetId">
            <summary>
            The network ID of the host.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Transport.NetHost.Update">
            <summary>
            Should be called at regular intervals to send and receive messages.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Transport.NetHost.SetHostIsClosed(System.Boolean)">
            <summary>
            If called with true, the host will be considered closed.
            What this means is platform-dependent. On Steam, this prevents other people from seeing the lobby, but existing
            clients are unaffected.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Transport.NetHost.SendMessageToClient(System.UInt64,System.Byte[],System.Int32,MegaCrit.Sts2.Core.Multiplayer.Transport.NetTransferMode,System.Int32)">
            <summary>
            Sends a message to a specific client.
            </summary>
            <param name="peerId">The ID of the client to send to.</param>
            <param name="bytes">The byte content of the message.</param>
            <param name="length">The amount of bytes, starting from index 0, to send from bytes.</param>
            <param name="mode">Method of transfer (reliable or unreliable).</param>
            <param name="channel">The channel to use to send the message.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Transport.NetHost.SendMessageToAll(System.Byte[],System.Int32,MegaCrit.Sts2.Core.Multiplayer.Transport.NetTransferMode,System.Int32)">
            <summary>
            Broadcasts a message to all clients.
            </summary>
            <param name="bytes">The byte content of the message.</param>
            <param name="length">The amount of bytes, starting from index 0, to send from bytes.</param>
            <param name="mode">Method of transfer (reliable or unreliable).</param>
            <param name="channel">The channel to use to send the message.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Transport.NetHost.DisconnectClient(System.UInt64,MegaCrit.Sts2.Core.Entities.Multiplayer.NetError,System.Boolean)">
            <summary>
            Disconnects a client.
            </summary>
            <param name="peerId">The ID of the client to disconnect.</param>
            <param name="reason">THe reason to send to the client accompanying the disconnection.</param>
            <param name="now">If true, the client will be forcibly and immediately disconnected. If false, the client is
            disconnected at some point in the near future.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Transport.NetHost.StopHost(MegaCrit.Sts2.Core.Entities.Multiplayer.NetError,System.Boolean)">
            <summary>
            Disconnecst all clients and stops listening for new connections.
            </summary>
            <param name="reason">The reason that the host is shutting down. Sent to connected clients.</param>
            <param name="now">If true, all clients will be forcibly and immediately disconnected. If false, clients are
            disconnected at some point in the near future.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Transport.NetHost.GetRawLobbyIdentifier">
            <summary>
            Returns a unique identifier for the lobby that this host is advertising.
            Returns null if the host has stopped or not yet started hosting.
            This returns a platform-specific identifier for use with rich presence. Feel free to refactor later if more
            info or more specific info is needed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Multiplayer.Transport.NetTransferModeExtensions.ToChannelId(MegaCrit.Sts2.Core.Multiplayer.Transport.NetTransferMode)">
            <summary>
            Returns the channel that should be used to send a message with the given mode.
            ENet uses the channel ID to denote priority: https://www.linuxjournal.com/content/network-programming-enet
            Our reliable messages should be considered higher priority than our unreliable messages.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.MethodName.AttackShake">
            <summary>
            Cached name for the 'AttackShake' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.PropertyName._leftSegment">
            <summary>
            Cached name for the '_leftSegment' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.PropertyName._speed">
            <summary>
            Cached name for the '_speed' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.PropertyName._magnitude">
            <summary>
            Cached name for the '_magnitude' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.PropertyName._originPos">
            <summary>
            Cached name for the '_originPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.PropertyName._noise">
            <summary>
            Cached name for the '_noise' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.PropertyName._time">
            <summary>
            Cached name for the '_time' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.PropertyName._decimillipedeStrikeOffset">
            <summary>
            Cached name for the '_decimillipedeStrikeOffset' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.PropertyName._attackTween">
            <summary>
            Cached name for the '_attackTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Animation.NDecimillipedeSegmentDriver.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Animation.NPhobiaAnimationToggler">
            <summary>
            Will start/stop the animation from an AnimationPlayer depending on if Phobia Mode is on
            Used in instances where the animation can make people uncomfortable (ie the Infection card overlay)
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Animation.NPhobiaAnimationToggler.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Animation.NPhobiaAnimationToggler.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Animation.NPhobiaAnimationToggler.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Animation.NPhobiaAnimationToggler.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Animation.NPhobiaAnimationToggler.MethodName.UpdatePhobiaMode">
            <summary>
            Cached name for the 'UpdatePhobiaMode' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Animation.NPhobiaAnimationToggler.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Animation.NPhobiaAnimationToggler.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Animation.NPhobiaAnimationToggler.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Animation.NPhobiaAnimationToggler.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Animation.NPhobiaAnimationToggler.PropertyName._animationPlayer">
            <summary>
            Cached name for the '_animationPlayer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Animation.NPhobiaAnimationToggler.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Animation.NPhobiaAnimationToggler.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Animation.NPhobiaAnimationToggler.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Animation.NPhobiaAnimationToggler.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Animation.NPhobiaAnimationToggler.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Animation.NPhobiaAnimationToggler.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Animation.NSpineAutoPlayer">
             <summary>
             A node that automatically plays a single animation on a SpineSprite.
             There are two conditions that must be true when using this node:
            
             1. This node must be the direct child of a SpineSprite node.
             2. The parent SpineSprite must have exactly 1 animation.
            
             The animation is started once the parent SpineSprite's skeleton is ready.
             If condition 2 isn't met, this node will throw an exception.
             </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Animation.NSpineAutoPlayer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Animation.NSpineAutoPlayer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Animation.NSpineAutoPlayer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Animation.NSpineAutoPlayer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Animation.NSpineAutoPlayer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Animation.NSpineAutoPlayer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Animation.NSpineAutoPlayer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Animation.NSpineAutoPlayer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Animation.NSpineAutoPlayer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.PlayLoop(System.String,System.Boolean)">
            <summary>
            Starts an sfx that has a continuous FMOD event that is meant to loop
            ex: Waterfall Giant's ambient sfx. Thieving hopper's hovering sfx.
            </summary>
            <param name="path">path of the fmod sfx</param>
            <param name="usesLoopParam">Whether on not the event uses our standard "loop" parameter to end the loop.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.StopLoop(System.String)">
            <summary>
            Stops the specified FMOD event that is looping.
            </summary>
            <param name="path"></param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.MethodName.PlayLoop">
            <summary>
            Cached name for the 'PlayLoop' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.MethodName.StopLoop">
            <summary>
            Cached name for the 'StopLoop' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.MethodName.SetParam">
            <summary>
            Cached name for the 'SetParam' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.MethodName.StopAllLoops">
            <summary>
            Cached name for the 'StopAllLoops' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.MethodName.PlayOneShot">
            <summary>
            Cached name for the 'PlayOneShot' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.MethodName.PlayMusic">
            <summary>
            Cached name for the 'PlayMusic' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.MethodName.UpdateMusicParameter">
            <summary>
            Cached name for the 'UpdateMusicParameter' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.MethodName.StopMusic">
            <summary>
            Cached name for the 'StopMusic' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.MethodName.SetMasterVol">
            <summary>
            Cached name for the 'SetMasterVol' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.MethodName.SetSfxVol">
            <summary>
            Cached name for the 'SetSfxVol' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.MethodName.SetAmbienceVol">
            <summary>
            Cached name for the 'SetAmbienceVol' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.MethodName.SetBgmVol">
            <summary>
            Cached name for the 'SetBgmVol' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.PropertyName._audioNode">
            <summary>
            Cached name for the '_audioNode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Audio.NAudioManager.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController">
            <summary>
            Manages the music specifically for run.
            Looking into info such as room type to decided what tracks to transition to.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.MusicSelection">
            <summary>
            A resolved act-music change: the track event to play and the bank that contains it.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.MusicSelection.#ctor(System.String,System.String)">
            <summary>
            A resolved act-music change: the track event to play and the bank that contains it.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.ResolveMusic(System.String,System.String[],System.String[],System.UInt32)">
            <summary>
            Resolves which act background track to play for a given run seed, or null when nothing
            should change. Selection is deterministic in <paramref name="seed"/>, so a run always
            picks the same track. Returns null when the act has no music, or when the selected track
            already equals <paramref name="currentTrack"/>. The equality check makes a redundant call
            a no-op instead of stopping and recreating the FMOD event, which restarts the track from
            the top. Two such calls fire on run start, from NRun._Ready and the act-entry path.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.MethodName.GetTrack">
            <summary>
            Cached name for the 'GetTrack' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.MethodName.UpdateMusic">
            <summary>
            Cached name for the 'UpdateMusic' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.MethodName.PlayCustomMusic">
            <summary>
            Cached name for the 'PlayCustomMusic' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.MethodName.UpdateCustomTrack">
            <summary>
            Cached name for the 'UpdateCustomTrack' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.MethodName.StopCustomMusic">
            <summary>
            Cached name for the 'StopCustomMusic' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.MethodName.UpdateAmbience">
            <summary>
            Cached name for the 'UpdateAmbience' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.MethodName.UpdateTrack">
            <summary>
            Cached name for the 'UpdateTrack' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.MethodName.UpdateMusicParameter">
            <summary>
            Cached name for the 'UpdateMusicParameter' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.MethodName.ToggleMerchantTrack">
            <summary>
            Cached name for the 'ToggleMerchantTrack' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.MethodName.TriggerEliteSecondPhase">
            <summary>
            Cached name for the 'TriggerEliteSecondPhase' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.MethodName.TriggerCampfireGoingOut">
            <summary>
            Cached name for the 'TriggerCampfireGoingOut' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.MethodName.StopMusic">
            <summary>
            Cached name for the 'StopMusic' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.MethodName.LoadActBank">
            <summary>
            Cached name for the 'LoadActBank' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.MethodName.UnloadActBanks">
            <summary>
            Cached name for the 'UnloadActBanks' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.PropertyName._proxy">
            <summary>
            Cached name for the '_proxy' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.PropertyName._currentTrack">
            <summary>
            Cached name for the '_currentTrack' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.PropertyName._currentAmbience">
            <summary>
            Cached name for the '_currentAmbience' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Audio.NRunMusicController.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder">
            <summary>
            CardHolder is meant to control the animation visuals for cards when they are presented in the PlayerHand,
            grid screens, card reward screens and so on. Examples include hovering/un-hovering and fancy fanning logic in hand.
            Clicked/buttonReleased behavior is handled by its parent: CardHolderContainer (ie PlayerHand).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.CardModel">
            <summary>
            The CardModel that this holder's CardNode is displaying.
            Null if the holder is empty.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.SetClickable(System.Boolean)">
            <summary>
            Set whether the card holder may be selected (e.g. clicked by mouse or confirmed by controller).
            Different than calling _hitbox.Disable, as the card holder can still be focused.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.ReassignToCard(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Cards.PileType,MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Entities.UI.ModelVisibility)">
            <summary>
            This is used for reducing the number of unnecessary costly instancing and godot tree operations.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.OnChildExitingTree(Godot.Node)">
            <summary>
            Clean up the CardHolder if its NCard is removed.
            We can get rid of this if we start wanting to reuse CardHolders.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.MethodName.SetClickable">
            <summary>
            Cached name for the 'SetClickable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.MethodName._GuiInput">
            <summary>
            Cached name for the '_GuiInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.MethodName.EmitPressed">
            <summary>
            Cached name for the 'EmitPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.MethodName.EmitAltPressed">
            <summary>
            Cached name for the 'EmitAltPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.MethodName.SetCard">
            <summary>
            Cached name for the 'SetCard' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.MethodName.OnCardReassigned">
            <summary>
            Cached name for the 'OnCardReassigned' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.MethodName.OnMousePressed">
            <summary>
            Cached name for the 'OnMousePressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.MethodName.OnMouseReleased">
            <summary>
            Cached name for the 'OnMouseReleased' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.MethodName.CreateHoverTips">
            <summary>
            Cached name for the 'CreateHoverTips' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.MethodName.ClearHoverTips">
            <summary>
            Cached name for the 'ClearHoverTips' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.MethodName.RefreshFocusState">
            <summary>
            Cached name for the 'RefreshFocusState' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.MethodName.DoCardHoverEffects">
            <summary>
            Cached name for the 'DoCardHoverEffects' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.MethodName.OnChildExitingTree">
            <summary>
            Cached name for the 'OnChildExitingTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.MethodName.Clear">
            <summary>
            Cached name for the 'Clear' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.PropertyName.HoverScale">
            <summary>
            Cached name for the 'HoverScale' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.PropertyName.SmallScale">
            <summary>
            Cached name for the 'SmallScale' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.PropertyName.Hitbox">
            <summary>
            Cached name for the 'Hitbox' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.PropertyName.CardNode">
            <summary>
            Cached name for the 'CardNode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.PropertyName.IsShowingUpgradedCard">
            <summary>
            Cached name for the 'IsShowingUpgradedCard' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.PropertyName.CanBeFocused">
            <summary>
            Cached name for the 'CanBeFocused' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.PropertyName._hitbox">
            <summary>
            Cached name for the '_hitbox' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.PropertyName._isHovered">
            <summary>
            Cached name for the '_isHovered' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.PropertyName._isFocused">
            <summary>
            Cached name for the '_isFocused' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.PropertyName._currentPressedAction">
            <summary>
            Cached name for the '_currentPressedAction' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.PropertyName._isClickable">
            <summary>
            Cached name for the '_isClickable' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.SignalName.Pressed">
            <summary>
            Cached name for the 'Pressed' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.SignalName.AltPressed">
            <summary>
            Cached name for the 'AltPressed' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.Pressed">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.PressedEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.AltPressed">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.AltPressedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolderHitbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolderHitbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolderHitbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolderHitbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolderHitbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolderHitbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolderHitbox.PropertyName.ClickedSfx">
            <summary>
            Cached name for the 'ClickedSfx' property.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolderHitbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolderHitbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolderHitbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolderHitbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolderHitbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.MethodName.InitPool">
            <summary>
            Cached name for the 'InitPool' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.MethodName.UpdateCardModel">
            <summary>
            Cached name for the 'UpdateCardModel' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.MethodName.OnInstantiated">
            <summary>
            Cached name for the 'OnInstantiated' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.MethodName.EnsureCardLibraryStatsExists">
            <summary>
            Cached name for the 'EnsureCardLibraryStatsExists' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.MethodName.OnCardReassigned">
            <summary>
            Cached name for the 'OnCardReassigned' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.MethodName.SetCard">
            <summary>
            Cached name for the 'SetCard' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.MethodName.UpdateName">
            <summary>
            Cached name for the 'UpdateName' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.MethodName.SetIsPreviewingUpgrade">
            <summary>
            Cached name for the 'SetIsPreviewingUpgrade' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.MethodName.OnReturnedFromPool">
            <summary>
            Cached name for the 'OnReturnedFromPool' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.MethodName.OnFreedToPool">
            <summary>
            Cached name for the 'OnFreedToPool' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.PropertyName.CardLibraryStats">
            <summary>
            Cached name for the 'CardLibraryStats' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.PropertyName.IsShowingUpgradedCard">
            <summary>
            Cached name for the 'IsShowingUpgradedCard' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.PropertyName._isPreviewingUpgrade">
            <summary>
            Cached name for the '_isPreviewingUpgrade' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NGridCardHolder.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.SetTargetAngle(System.Single)">
            <summary>
            Sets the angle we want this card to be (in degrees).
            Used when fanning out cards in the hand. Lacks features that normal tweens have.
            </summary>
            <param name="angle"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.SetTargetPosition(Godot.Vector2)">
            <summary>
            Sets the target global position we want this card to be at.
            Used when we want this card to navigate from one position to another without a fixed time frame (non-tween).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.SetTargetScale(Godot.Vector2)">
            <summary>
            Sets the target scale we want this card to be at, it will smoothly get there.
            Used when we want to lerp this card scale in various screens but lacks features that normal tweens have.
            </summary>
            <param name="scale"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.SetAngleInstantly(System.Single)">
            <summary>
            Cancels tweens and sets the Rotation of this CardHolder
            </summary>
            <param name="setAngle"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.SetScaleInstantly(Godot.Vector2)">
            <summary>
            Cancels tweens and sets the Scale of this CardHolder
            </summary>
            <param name="setScale"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.StopAnimations">
            <summary>
            Call if we want to stop animating this CardHolder for any reason (like using separate animators/tweens)
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.AnimAngle(System.Threading.CancellationTokenSource)">
            <summary>
            Animates our card to rotate to targetAngle.
            NOTE: This is NOT a timer-based tween.
            </summary>
            <param name="cancelToken"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.AnimScale(System.Threading.CancellationTokenSource)">
            <summary>
            Animates our card to scale to targetSize.
            NOTE: This is NOT a timer-based tween.
            </summary>
            <param name="cancelToken"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.AnimPosition(System.Threading.CancellationTokenSource)">
            <summary>
            Animates our card to move to a specified position.
            NOTE: This is NOT a timer-based tween.
            </summary>
            <param name="cancelToken"></param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName.Clear">
            <summary>
            Cached name for the 'Clear' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName.OnMousePressed">
            <summary>
            Cached name for the 'OnMousePressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName.OnMouseReleased">
            <summary>
            Cached name for the 'OnMouseReleased' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName.DoCardHoverEffects">
            <summary>
            Cached name for the 'DoCardHoverEffects' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName.SetIndexLabel">
            <summary>
            Cached name for the 'SetIndexLabel' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName.SetTargetAngle">
            <summary>
            Cached name for the 'SetTargetAngle' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName.SetTargetPosition">
            <summary>
            Cached name for the 'SetTargetPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName.SetTargetScale">
            <summary>
            Cached name for the 'SetTargetScale' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName.SetAngleInstantly">
            <summary>
            Cached name for the 'SetAngleInstantly' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName.SetScaleInstantly">
            <summary>
            Cached name for the 'SetScaleInstantly' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName.StopAnimations">
            <summary>
            Cached name for the 'StopAnimations' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName.SetCard">
            <summary>
            Cached name for the 'SetCard' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName.UpdateCard">
            <summary>
            Cached name for the 'UpdateCard' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName.BeginDrag">
            <summary>
            Cached name for the 'BeginDrag' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName.CancelDrag">
            <summary>
            Cached name for the 'CancelDrag' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName.SetDefaultTargets">
            <summary>
            Cached name for the 'SetDefaultTargets' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.MethodName.Flash">
            <summary>
            Cached name for the 'Flash' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.PropertyName.InSelectMode">
            <summary>
            Cached name for the 'InSelectMode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.PropertyName.TargetPosition">
            <summary>
            Cached name for the 'TargetPosition' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.PropertyName.TargetAngle">
            <summary>
            Cached name for the 'TargetAngle' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.PropertyName.ShouldGlowGold">
            <summary>
            Cached name for the 'ShouldGlowGold' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.PropertyName.ShouldGlowRed">
            <summary>
            Cached name for the 'ShouldGlowRed' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.PropertyName._flash">
            <summary>
            Cached name for the '_flash' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.PropertyName._flashTween">
            <summary>
            Cached name for the '_flashTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.PropertyName._handIndexLabel">
            <summary>
            Cached name for the '_handIndexLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.PropertyName._targetPosition">
            <summary>
            Cached name for the '_targetPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.PropertyName._targetAngle">
            <summary>
            Cached name for the '_targetAngle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.PropertyName._targetScale">
            <summary>
            Cached name for the '_targetScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.PropertyName._hand">
            <summary>
            Cached name for the '_hand' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.SignalName.HolderFocused">
            <summary>
            Cached name for the 'HolderFocused' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.SignalName.HolderUnfocused">
            <summary>
            Cached name for the 'HolderUnfocused' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.SignalName.HolderMouseClicked">
            <summary>
            Cached name for the 'HolderMouseClicked' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.HolderFocused">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.HolderFocusedEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.HolderUnfocused">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.HolderUnfocusedEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.HolderMouseClicked">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.HolderMouseClickedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NHandCardHolder.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.MethodName.Initialize">
            <summary>
            Cached name for the 'Initialize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.MethodName.SetCardScale">
            <summary>
            Cached name for the 'SetCardScale' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.MethodName.CreateHoverTips">
            <summary>
            Cached name for the 'CreateHoverTips' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.PropertyName.HoverScale">
            <summary>
            Cached name for the 'HoverScale' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.PropertyName.SmallScale">
            <summary>
            Cached name for the 'SmallScale' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.PropertyName.IsShowingUpgradedCard">
            <summary>
            Cached name for the 'IsShowingUpgradedCard' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.PropertyName._showHoverTips">
            <summary>
            Cached name for the '_showHoverTips' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.PropertyName._scaleOnHover">
            <summary>
            Cached name for the '_scaleOnHover' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.PropertyName._originalScale">
            <summary>
            Cached name for the '_originalScale' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NPreviewCardHolder.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NSelectedHandCardHolder.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NSelectedHandCardHolder.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NSelectedHandCardHolder.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NSelectedHandCardHolder.MethodName.CreateHoverTips">
            <summary>
            Cached name for the 'CreateHoverTips' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NSelectedHandCardHolder.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NSelectedHandCardHolder.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NSelectedHandCardHolder.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NSelectedHandCardHolder.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NSelectedHandCardHolder.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NSelectedHandCardHolder.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NSelectedHandCardHolder.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NSelectedHandCardHolder.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NSelectedHandCardHolder.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NSelectedHandCardHolder.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NSelectedHandCardHolder.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NSelectedHandCardHolder.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard._visibility">
            <summary>
            The visibility of the model.
            In all cases during a run, this should be ModelVisibility.Visible. When we are showing the card as part of the
            compendium or other places, the card might show up as unknown (if the player has not seen it) or locked (if the
            card is locked in the timeline.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCard.FindOnTable(MegaCrit.Sts2.Core.Models.CardModel,System.Nullable{MegaCrit.Sts2.Core.Entities.Cards.PileType})">
            <summary>
            Try to find a card's node if it is in the Play or Hand pile.
            The "Table" here refers to the Play or Hand Pile, where there would be
            card nodes.
            </summary>
            <param name="card">The card to find.</param>
            <param name="overridePile">The pile to try to find the card in. If null, the card's pile will be used.</param>
            <returns></returns>
            <exception cref="T:System.ArgumentOutOfRangeException"></exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCard.GetCurrentSize">
             <summary>
             WARNING: You usually want to use the Size property on <see cref="T:MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder"/>.
             This is just for if you need the size of an NCard that's not in a holder.
            
             Get the current size of this card. Takes scale into account.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCard.SetPreviewTarget(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Sets the creature that the card is targeting.
            Necessary to do things like update damage amounts when the target has Vulnerable.
            </summary>
            <param name="creature">
            Creature being targeted by the card.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCard.UpdateVisuals(MegaCrit.Sts2.Core.Entities.Cards.PileType,MegaCrit.Sts2.Core.Entities.Cards.CardPreviewMode)">
            <summary>
            Refreshes this card to show the correct text given the context.
            </summary>
            <param name="pileType">
            The pile that the card is being viewed in.
            We can't just use Model.Pile here, because the visual context might not match up.
            Examples: When a card is being played, it might transition from the play pile to the discard pile while being
            displayed. If the text to changed in response to this, it would be visually jarring.
            </param>
            <param name="previewMode">
            The type of preview to show in the card's visuals. See <see cref="T:MegaCrit.Sts2.Core.Entities.Cards.CardPreviewMode"/> for details.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCard.SetEnchantmentStatus(MegaCrit.Sts2.Core.Entities.Enchantments.EnchantmentStatus)">
            <summary>
            Used when an Enchantment is temporarily disabled on a card. This change is purely visual.
            For instance, an Enchantment which only triggers once per turn or requires a condition to activate.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCard.UpdateEnergyCostColor(MegaCrit.Sts2.Core.Entities.Cards.PileType)">
            <summary>
            Update the color of the card's energy cost.
            See <see cref="M:MegaCrit.Sts2.Core.Helpers.Models.CardCostHelper.GetEnergyCostColor(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Combat.ICombatState)"/> for details on the rules when the card is in the player's
            hand.
            WARNING: If you make a change to this method, you should probably make a similar change to
            <see cref="M:MegaCrit.Sts2.Core.Nodes.Cards.NCard.UpdateStarCostColor(MegaCrit.Sts2.Core.Entities.Cards.PileType)"/>, or write a comment explaining why the two methods are different.
            </summary>
            <param name="pileType">The pile that the card is being viewed in. See UpdateText() for why we need this.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCard.UpdateStarCostColor(MegaCrit.Sts2.Core.Entities.Cards.PileType)">
            <summary>
            Update the color of the card's star cost.
            See <see cref="M:MegaCrit.Sts2.Core.Helpers.Models.CardCostHelper.GetStarCostColor(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Combat.ICombatState)"/> for details on the rules when the card is in the player's
            hand.
            WARNING: If you make a change to this method, you should probably make a similar change to
            <see cref="M:MegaCrit.Sts2.Core.Nodes.Cards.NCard.UpdateStarCostColor(MegaCrit.Sts2.Core.Entities.Cards.PileType)"/>, or write a comment explaining why the two methods are different.
            </summary>
            <param name="pileType">The pile that the card is being viewed in. See UpdateText() for why we need this.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PlayRandomizeCostAnim">
            <summary>
            Animates the card cost texts between random costs until settling on the real cost.
            Used for content that randomizes card costs (ie snecko eye)
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.OnInstantiated">
            <summary>
            Cached name for the 'OnInstantiated' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.InitPool">
            <summary>
            Cached name for the 'InitPool' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.GetCurrentSize">
            <summary>
            Cached name for the 'GetCurrentSize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.UpdateVisuals">
            <summary>
            Cached name for the 'UpdateVisuals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.ShowUpgradePreview">
            <summary>
            Cached name for the 'ShowUpgradePreview' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.UpdateEnchantmentVisuals">
            <summary>
            Cached name for the 'UpdateEnchantmentVisuals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.OnEnchantmentStatusChanged">
            <summary>
            Cached name for the 'OnEnchantmentStatusChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.SetEnchantmentStatus">
            <summary>
            Cached name for the 'SetEnchantmentStatus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.UpdateEnergyCostVisuals">
            <summary>
            Cached name for the 'UpdateEnergyCostVisuals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.SetPretendCardCanBePlayed">
            <summary>
            Cached name for the 'SetPretendCardCanBePlayed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.SetForceUnpoweredPreview">
            <summary>
            Cached name for the 'SetForceUnpoweredPreview' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.UpdateEnergyCostColor">
            <summary>
            Cached name for the 'UpdateEnergyCostColor' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.UpdateStarCostVisuals">
            <summary>
            Cached name for the 'UpdateStarCostVisuals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.UpdateStarCostText">
            <summary>
            Cached name for the 'UpdateStarCostText' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.UpdateStarCostColor">
            <summary>
            Cached name for the 'UpdateStarCostColor' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.GetCostTextColorInHand">
            <summary>
            Cached name for the 'GetCostTextColorInHand' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.GetCostOutlineColorInHand">
            <summary>
            Cached name for the 'GetCostOutlineColorInHand' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.PlayRandomizeCostAnim">
            <summary>
            Cached name for the 'PlayRandomizeCostAnim' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.Reload">
            <summary>
            Cached name for the 'Reload' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.UpdateTypePlaque">
            <summary>
            Cached name for the 'UpdateTypePlaque' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.UpdateTypePlaqueSizeAndPosition">
            <summary>
            Cached name for the 'UpdateTypePlaqueSizeAndPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.UpdateTitleLabel">
            <summary>
            Cached name for the 'UpdateTitleLabel' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.GetTitleLabelOutlineColor">
            <summary>
            Cached name for the 'GetTitleLabelOutlineColor' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.ReloadOverlay">
            <summary>
            Cached name for the 'ReloadOverlay' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.OnAfflictionChanged">
            <summary>
            Cached name for the 'OnAfflictionChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.OnEnchantmentChanged">
            <summary>
            Cached name for the 'OnEnchantmentChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.GetTitleText">
            <summary>
            Cached name for the 'GetTitleText' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.ActivateRewardScreenGlow">
            <summary>
            Cached name for the 'ActivateRewardScreenGlow' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.KillRarityGlow">
            <summary>
            Cached name for the 'KillRarityGlow' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.AnimCardToPlayPile">
            <summary>
            Cached name for the 'AnimCardToPlayPile' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.OnReturnedFromPool">
            <summary>
            Cached name for the 'OnReturnedFromPool' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.MethodName.OnFreedToPool">
            <summary>
            Cached name for the 'OnFreedToPool' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCard.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCard.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCard.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName.CardHighlight">
            <summary>
            Cached name for the 'CardHighlight' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName.Body">
            <summary>
            Cached name for the 'Body' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName.Visibility">
            <summary>
            Cached name for the 'Visibility' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName.PlayPileTween">
            <summary>
            Cached name for the 'PlayPileTween' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName.RandomizeCostTween">
            <summary>
            Cached name for the 'RandomizeCostTween' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName.DisplayingPile">
            <summary>
            Cached name for the 'DisplayingPile' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName.EnchantmentTab">
            <summary>
            Cached name for the 'EnchantmentTab' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName.EnchantmentVfxOverride">
            <summary>
            Cached name for the 'EnchantmentVfxOverride' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName.OverlayContainer">
            <summary>
            Cached name for the 'OverlayContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName.CardVfxContainer">
            <summary>
            Cached name for the 'CardVfxContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._titleLabel">
            <summary>
            Cached name for the '_titleLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._descriptionLabel">
            <summary>
            Cached name for the '_descriptionLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._ancientPortrait">
            <summary>
            Cached name for the '_ancientPortrait' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._portrait">
            <summary>
            Cached name for the '_portrait' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._frame">
            <summary>
            Cached name for the '_frame' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._ancientBorderGlassOverlay">
            <summary>
            Cached name for the '_ancientBorderGlassOverlay' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._ancientBorder">
            <summary>
            Cached name for the '_ancientBorder' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._ancientBanner">
            <summary>
            Cached name for the '_ancientBanner' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._ancientTextBg">
            <summary>
            Cached name for the '_ancientTextBg' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._portraitBorder">
            <summary>
            Cached name for the '_portraitBorder' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._banner">
            <summary>
            Cached name for the '_banner' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._lock">
            <summary>
            Cached name for the '_lock' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._typePlaque">
            <summary>
            Cached name for the '_typePlaque' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._typeLabel">
            <summary>
            Cached name for the '_typeLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._portraitCanvasGroup">
            <summary>
            Cached name for the '_portraitCanvasGroup' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._rareGlow">
            <summary>
            Cached name for the '_rareGlow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._uncommonGlow">
            <summary>
            Cached name for the '_uncommonGlow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._sparkles">
            <summary>
            Cached name for the '_sparkles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._energyIcon">
            <summary>
            Cached name for the '_energyIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._energyLabel">
            <summary>
            Cached name for the '_energyLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._unplayableEnergyIcon">
            <summary>
            Cached name for the '_unplayableEnergyIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._starIcon">
            <summary>
            Cached name for the '_starIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._starLabel">
            <summary>
            Cached name for the '_starLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._unplayableStarIcon">
            <summary>
            Cached name for the '_unplayableStarIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._overlayContainer">
            <summary>
            Cached name for the '_overlayContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._cardOverlay">
            <summary>
            Cached name for the '_cardOverlay' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._cardVfxContainer">
            <summary>
            Cached name for the '_cardVfxContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._enchantmentTab">
            <summary>
            Cached name for the '_enchantmentTab' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._enchantmentVfxOverride">
            <summary>
            Cached name for the '_enchantmentVfxOverride' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._enchantmentIcon">
            <summary>
            Cached name for the '_enchantmentIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._enchantmentLabel">
            <summary>
            Cached name for the '_enchantmentLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._defaultEnchantmentPosition">
            <summary>
            Cached name for the '_defaultEnchantmentPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._pretendCardCanBePlayed">
            <summary>
            Cached name for the '_pretendCardCanBePlayed' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._forceUnpoweredPreview">
            <summary>
            Cached name for the '_forceUnpoweredPreview' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._portraitBlurMaterial">
            <summary>
            Cached name for the '_portraitBlurMaterial' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._canvasGroupMaskBlurMaterial">
            <summary>
            Cached name for the '_canvasGroupMaskBlurMaterial' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._canvasGroupBlurMaterial">
            <summary>
            Cached name for the '_canvasGroupBlurMaterial' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._canvasGroupMaskMaterial">
            <summary>
            Cached name for the '_canvasGroupMaskMaterial' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCard.PropertyName._visibility">
            <summary>
            Cached name for the '_visibility' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCard.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCard.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCard.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCard.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCard.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NCard.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.MethodName.ReAddCardNodes">
            <summary>
            Cached name for the 'ReAddCardNodes' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.MethodName.OnClicked">
            <summary>
            Cached name for the 'OnClicked' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.MethodName.OnFocused">
            <summary>
            Cached name for the 'OnFocused' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.MethodName.OnUnfocused">
            <summary>
            Cached name for the 'OnUnfocused' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.PropertyName.Hitbox">
            <summary>
            Cached name for the 'Hitbox' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.PropertyName._hoverScale">
            <summary>
            Cached name for the '_hoverScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.PropertyName.smallScale">
            <summary>
            Cached name for the 'smallScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.PropertyName._cardHolder">
            <summary>
            Cached name for the '_cardHolder' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.PropertyName._cardTween">
            <summary>
            Cached name for the '_cardTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.SignalName.Clicked">
            <summary>
            Cached name for the 'Clicked' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.Clicked">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.ClickedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardBundle.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.CurrentlyDisplayedCardHolders">
            <summary>
            Returns the currently displayed cards.
            Since the grid only displays chunks of cards at a time, remember that this may not hold all the cards in the grid.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.IsAnimatingOut">
            <summary>
            True when the card library is animating or has animated out all cards that were displayed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.ProcessMouseEvent(Godot.InputEvent)">
            <summary>
            Detects mouse click up/down and updates our scroll target accordingly
            </summary>
            <param name="inputEvent"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.ProcessScrollEvent(Godot.InputEvent)">
            <summary>
            Detects mouse wheel up/down and updates our scroll target accordingly
            </summary>
            <param name="inputEvent"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.SetCards(System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Models.CardModel},MegaCrit.Sts2.Core.Entities.Cards.PileType,System.Collections.Generic.List{MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.SortingOrders},System.Threading.Tasks.Task)">
            <summary>
            Sets the cards to display in the grid.
            If IsCardLibrary is true, then the old cards will be animated out and the new cards will be animated in.
            </summary>
            <param name="cardsToDisplay">The set of cards to display.</param>
            <param name="pileType">The type of pile we are displaying. Used when updating the text on the cards.</param>
            <param name="sortingPriority">The sorting applied to the cards.</param>
            <param name="taskToWaitOn">If non-null, the new cards will not be displayed until this task is finished. Prefer
            passing it over awaiting it, as the old cards can still animate out while the task is running and hide loading.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.AnimateOut">
            <summary>
            Animate the grid out.
            If this grid is not the card library grid, then this does nothing.
            If this is called before SetCards, then SetCards will wait for this animation to be completed before the cards
            animate back in. Otherwise, SetCards itself will call this.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName.UpdateScrollLimitBottom">
            <summary>
            Cached name for the 'UpdateScrollLimitBottom' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName._GuiInput">
            <summary>
            Cached name for the '_GuiInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName._Notification">
            <summary>
            Cached name for the '_Notification' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName.SetScrollPosition">
            <summary>
            Cached name for the 'SetScrollPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName.SetCanScroll">
            <summary>
            Cached name for the 'SetCanScroll' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName.InsetForTopBar">
            <summary>
            Cached name for the 'InsetForTopBar' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName.ProcessMouseEvent">
            <summary>
            Cached name for the 'ProcessMouseEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName.ProcessScrollEvent">
            <summary>
            Cached name for the 'ProcessScrollEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName.ProcessGuiFocus">
            <summary>
            Cached name for the 'ProcessGuiFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName.UpdateScrollPosition">
            <summary>
            Cached name for the 'UpdateScrollPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName.ClearGrid">
            <summary>
            Cached name for the 'ClearGrid' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName.CalculateRowsNeeded">
            <summary>
            Cached name for the 'CalculateRowsNeeded' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName.InitGrid">
            <summary>
            Cached name for the 'InitGrid' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName.GetContainedCardsSize">
            <summary>
            Cached name for the 'GetContainedCardsSize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName.ReflowColumns">
            <summary>
            Cached name for the 'ReflowColumns' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName.UpdateGridPositions">
            <summary>
            Cached name for the 'UpdateGridPositions' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName.OnHolderPressed">
            <summary>
            Cached name for the 'OnHolderPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName.OnHolderAltPressed">
            <summary>
            Cached name for the 'OnHolderAltPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName.GetTotalRowCount">
            <summary>
            Cached name for the 'GetTotalRowCount' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName.AllocateCardHolders">
            <summary>
            Cached name for the 'AllocateCardHolders' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName.ReallocateAll">
            <summary>
            Cached name for the 'ReallocateAll' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.MethodName.UpdateGridNavigation">
            <summary>
            Cached name for the 'UpdateGridNavigation' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName.CanScroll">
            <summary>
            Cached name for the 'CanScroll' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName.DisplayedRows">
            <summary>
            Cached name for the 'DisplayedRows' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName.Columns">
            <summary>
            Cached name for the 'Columns' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName.CardPadding">
            <summary>
            Cached name for the 'CardPadding' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName.IsCardLibrary">
            <summary>
            Cached name for the 'IsCardLibrary' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName.ScrollLimitBottom">
            <summary>
            Cached name for the 'ScrollLimitBottom' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName.ScrollLimitTop">
            <summary>
            Cached name for the 'ScrollLimitTop' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName.IsAnimatingOut">
            <summary>
            Cached name for the 'IsAnimatingOut' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName.IsShowingUpgrades">
            <summary>
            Cached name for the 'IsShowingUpgrades' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName.YOffset">
            <summary>
            Cached name for the 'YOffset' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName.CenterGrid">
            <summary>
            Cached name for the 'CenterGrid' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName.FocusedControlFromTopBar">
            <summary>
            Cached name for the 'FocusedControlFromTopBar' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName._startDrag">
            <summary>
            Cached name for the '_startDrag' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName._targetDrag">
            <summary>
            Cached name for the '_targetDrag' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName._isDragging">
            <summary>
            Cached name for the '_isDragging' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName._scrollingEnabled">
            <summary>
            Cached name for the '_scrollingEnabled' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName._scrollContainer">
            <summary>
            Cached name for the '_scrollContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName._scrollbarPressed">
            <summary>
            Cached name for the '_scrollbarPressed' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName._scrollbar">
            <summary>
            Cached name for the '_scrollbar' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName._slidingWindowCardIndex">
            <summary>
            Cached name for the '_slidingWindowCardIndex' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName._pileType">
            <summary>
            Cached name for the '_pileType' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName._cardSize">
            <summary>
            Cached name for the '_cardSize' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName._cardsAnimatingOutForSetCards">
            <summary>
            Cached name for the '_cardsAnimatingOutForSetCards' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName._isShowingUpgrades">
            <summary>
            Cached name for the '_isShowingUpgrades' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName._lastFocusedHolder">
            <summary>
            Cached name for the '_lastFocusedHolder' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.PropertyName._needsReinit">
            <summary>
            Cached name for the '_needsReinit' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.SignalName.HolderPressed">
            <summary>
            Cached name for the 'HolderPressed' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.SignalName.HolderAltPressed">
            <summary>
            Cached name for the 'HolderAltPressed' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.HolderPressed">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.HolderPressedEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.HolderAltPressed">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.HolderAltPressedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NCardHighlight.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardHighlight.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardHighlight.MethodName.AnimShow">
            <summary>
            Cached name for the 'AnimShow' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardHighlight.MethodName.AnimHide">
            <summary>
            Cached name for the 'AnimHide' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardHighlight.MethodName.AnimHideInstantly">
            <summary>
            Cached name for the 'AnimHideInstantly' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardHighlight.MethodName.AnimFlash">
            <summary>
            Cached name for the 'AnimFlash' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardHighlight.MethodName.GetShaderParameter">
            <summary>
            Cached name for the 'GetShaderParameter' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardHighlight.MethodName.SetShaderParameter">
            <summary>
            Cached name for the 'SetShaderParameter' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardHighlight.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardHighlight.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardHighlight.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NCardHighlight.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardHighlight.PropertyName._curTween">
            <summary>
            Cached name for the '_curTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NCardHighlight.PropertyName._shaderMaterial">
            <summary>
            Cached name for the '_shaderMaterial' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardHighlight.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardHighlight.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardHighlight.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardHighlight.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NCardHighlight.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NCardHighlight.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NEnchantPreview">
            <summary>
            Shows a card's before and after for when they get enchanted.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NEnchantPreview.RemoveExistingCards">
            <summary>
            Helper function to remove any existing preview cards
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NEnchantPreview.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NEnchantPreview.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NEnchantPreview.MethodName.RemoveExistingCards">
            <summary>
            Cached name for the 'RemoveExistingCards' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NEnchantPreview.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NEnchantPreview.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NEnchantPreview.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NEnchantPreview.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NEnchantPreview.PropertyName._before">
            <summary>
            Cached name for the '_before' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NEnchantPreview.PropertyName._after">
            <summary>
            Cached name for the '_after' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NEnchantPreview.PropertyName._arrows">
            <summary>
            Cached name for the '_arrows' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NEnchantPreview.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NEnchantPreview.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NEnchantPreview.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NEnchantPreview.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NEnchantPreview.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NEnchantPreview.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NTinyCard.GetBannerColor(MegaCrit.Sts2.Core.Entities.Cards.CardRarity)">
            <summary>
            A simple lookup function to fetch the correct banner color given the rarity of the card.
            Note that the colors used here are slightly more vivid than in-game to improve legibility.
            This is because the deck history entries are tiny icons.
            </summary>
            <param name="rarity"></param>
            <returns></returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NTinyCard.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NTinyCard.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NTinyCard.MethodName.SetCardPortraitShape">
            <summary>
            Cached name for the 'SetCardPortraitShape' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NTinyCard.MethodName.SetBannerColor">
            <summary>
            Cached name for the 'SetBannerColor' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NTinyCard.MethodName.GetBannerColor">
            <summary>
            Cached name for the 'GetBannerColor' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NTinyCard.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NTinyCard.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NTinyCard.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NTinyCard.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NTinyCard.PropertyName._cardBack">
            <summary>
            Cached name for the '_cardBack' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NTinyCard.PropertyName._cardPortrait">
            <summary>
            Cached name for the '_cardPortrait' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NTinyCard.PropertyName._cardPortraitShadow">
            <summary>
            Cached name for the '_cardPortraitShadow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NTinyCard.PropertyName._cardBanner">
            <summary>
            Cached name for the '_cardBanner' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NTinyCard.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NTinyCard.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NTinyCard.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NTinyCard.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NTinyCard.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NTinyCard.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NTransformPreview">
            <summary>
            Used in Events. Displays original card on left and a card that rapidly cycles through random cards on the right.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NTransformPreview.RemoveExistingCards">
            <summary>
            Helper function to remove any existing preview cards
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NTransformPreview.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NTransformPreview.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NTransformPreview.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NTransformPreview.MethodName.Uninitialize">
            <summary>
            Cached name for the 'Uninitialize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NTransformPreview.MethodName.RemoveExistingCards">
            <summary>
            Cached name for the 'RemoveExistingCards' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NTransformPreview.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NTransformPreview.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NTransformPreview.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NTransformPreview.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NTransformPreview.PropertyName.SelectedCardPosition">
            <summary>
            Cached name for the 'SelectedCardPosition' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NTransformPreview.PropertyName._before">
            <summary>
            Cached name for the '_before' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NTransformPreview.PropertyName._after">
            <summary>
            Cached name for the '_after' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NTransformPreview.PropertyName._arrows">
            <summary>
            Cached name for the '_arrows' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NTransformPreview.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NTransformPreview.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NTransformPreview.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NTransformPreview.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NTransformPreview.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NTransformPreview.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview">
            <summary>
            Used in Rest Site, Armaments, etc.
            This is only for upgrades. Not used for previewing enchantments.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview.RemoveExistingCards">
            <summary>
            Helper function to remove any existing preview cards
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview.MethodName.Reload">
            <summary>
            Cached name for the 'Reload' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview.MethodName.RemoveExistingCards">
            <summary>
            Cached name for the 'RemoveExistingCards' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview.MethodName.ReturnCard">
            <summary>
            Cached name for the 'ReturnCard' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview.PropertyName.SelectedCardPosition">
            <summary>
            Cached name for the 'SelectedCardPosition' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview.PropertyName._before">
            <summary>
            Cached name for the '_before' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview.PropertyName._after">
            <summary>
            Cached name for the '_after' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview.PropertyName._arrows">
            <summary>
            Cached name for the '_arrows' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Cards.NUpgradePreview.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay">
            <summary>
            An abstract base class in charge of managing the logic for playing a card from your hand.
            Inherited classes manage card play behavior for different types of inputs.
            Is created and destroyed on demand.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.MethodName.Start">
            <summary>
            Cached name for the 'Start' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.MethodName.CancelPlayCard">
            <summary>
            Cached name for the 'CancelPlayCard' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.MethodName.OnCancelPlayCard">
            <summary>
            Cached name for the 'OnCancelPlayCard' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.MethodName.Cleanup">
            <summary>
            Cached name for the 'Cleanup' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.MethodName.OnCreatureHover">
            <summary>
            Cached name for the 'OnCreatureHover' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.MethodName.OnCreatureUnhover">
            <summary>
            Cached name for the 'OnCreatureUnhover' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.MethodName.CenterCard">
            <summary>
            Cached name for the 'CenterCard' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.MethodName.HideTargetingVisuals">
            <summary>
            Cached name for the 'HideTargetingVisuals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.MethodName.ShowMultiCreatureTargetingVisuals">
            <summary>
            Cached name for the 'ShowMultiCreatureTargetingVisuals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.MethodName.AutoDisableCannotPlayCardFtueCheck">
            <summary>
            Cached name for the 'AutoDisableCannotPlayCardFtueCheck' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.MethodName.TryShowEvokingOrbs">
            <summary>
            Cached name for the 'TryShowEvokingOrbs' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.MethodName.HideEvokingOrbs">
            <summary>
            Cached name for the 'HideEvokingOrbs' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.MethodName.ClearTarget">
            <summary>
            Cached name for the 'ClearTarget' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.PropertyName.Holder">
            <summary>
            Cached name for the 'Holder' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.PropertyName.CardNode">
            <summary>
            Cached name for the 'CardNode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.PropertyName.CardOwnerNode">
            <summary>
            Cached name for the 'CardOwnerNode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.PropertyName._viewport">
            <summary>
            Cached name for the '_viewport' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.PropertyName._isTryingToPlayCard">
            <summary>
            Cached name for the '_isTryingToPlayCard' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.SignalName.Finished">
            <summary>
            Cached name for the 'Finished' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.Finished">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.FinishedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlay.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue">
            <summary>
            Takes control of card nodes that are about to be played and arranges them in the order of play.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.OnLocalCardPlayed(MegaCrit.Sts2.Core.GameActions.PlayCardAction,MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder,MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Called after a card is played by the local player.
            If the card is not yet in the play pile, it tweens the card into its queue position.
            </summary>
            <param name="action">The play card action that caused the card to be played.</param>
            <param name="holder">The card holder that was played.</param>
            <param name="card">The card that was played.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.OnActionEnqueued(MegaCrit.Sts2.Core.GameActions.GameAction)">
            <summary>
            Called when any action is enqueued onto the action queue.
            Handles cases in which a card is played by a remote player and we want to display the card in the queue.
            </summary>
            <param name="action">The action that was enqueued.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.ReAddCardAfterPlayerChoice(MegaCrit.Sts2.Core.Nodes.Cards.NCard,MegaCrit.Sts2.Core.GameActions.GameAction)">
            <summary>
            After remote player choice is complete, this re-adds the card back into the queue if necessary.
            Note that this is not called for local player choice - that just sits in the center of the screen.
            </summary>
            <param name="card">The card that finished player choice.</param>
            <param name="action">The action that ran the player choice.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.BeforeRemoteCardPlayResumedAfterPlayerChoice(MegaCrit.Sts2.Core.GameActions.GameAction)">
            <summary>
            This is a bit of a hack. When a card resumes execution after player choice, there's nothing to tell the card
            that it needs to animate back to the play pile. We do it here, even though we're not really responsible for
            the play pile.
            </summary>
            <param name="action">Action that finished player choice.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.RemoveCardFromQueueForCancellation(MegaCrit.Sts2.Core.GameActions.PlayCardAction)">
            <summary>
            Called when a card play is canceled.
            When a card play is canceled (e.g. because it's now targeting something invalid), this removes the card from the
            queue. If the card was a local card, then it is returned to the hand.
            </summary>
            <param name="action">The play card action that was canceled.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.RemoveCardFromQueueForCancellation(MegaCrit.Sts2.Core.Nodes.Cards.NCard,System.Boolean)">
            <summary>
            Called when a card play is canceled.
            When a card play is canceled (e.g. because it's now targeting something invalid), this removes the card from the
            queue. If the card was a local card, then it is returned to the hand.
            </summary>
            <param name="card">The card node that was cancelled.</param>
            <param name="forceReturnToHand">In rare circumstances, we want to force the card to return to the hand even
            though it's not in the hand pile. If true is passed, the card holder will be added to the player hand instead of
            fading away (e.g. as if autoplayed). Only use this if you know what you're doing.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.UpdateCardBeforeExecution(MegaCrit.Sts2.Core.GameActions.PlayCardAction)">
            <summary>
            Called just before a card begins execution.
            For the play pile to properly take control of cards that are in the queue, the queue must reference the exact
            card that is getting played. In most instances, this is true when the action is enqueued. However, if the card was
            dynamically created in combat but not yet created on our peer at enqueue time, then it was created with a
            placeholder card. By this time, it should be available.
            </summary>
            <param name="playCardAction">The action that is about to be executed.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.RemoveCardFromQueueForExecution(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Called when a card begins execution.
            The play pile (specifically CardPileCmd.Add) takes control of the NCard when it begins executing. This method
            relinquishes control of the NCard, but does nothing with the node afterward - it is left where it is, and we
            expect CardPileCmd.Add to tween it to the play pile position.
            </summary>
            <param name="card">The card that was canceled.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.UpdateCardVisuals(MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.QueueItem)">
            <summary>
            Updates a card's visuals (i.e. updates target, updates text).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.RemoveCardFromQueue(MegaCrit.Sts2.Core.Nodes.Cards.NCard)">
            <summary>
            Removes a specific node from the queue and tweens other cards to their new position.
            The node is not freed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.RemoveCardFromQueue(System.Int32)">
            <summary>
            Removes a specific card index from the queue and tweens other cards to their new position.
            The node is not freed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.TweenAllToQueuePosition">
            <summary>
            Tweens all cards to their position/scale in the queue.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.GetCardNode(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Returns the NCard representing the card if it is in the queue.
            Remember that:
             - Cards that are being dragged are in the NPlayerHand
             - Cards that are being executed are in NCombatUi.PlayContainer
            This only returns cards that are enqueued, but not yet executing.
            </summary>
            <param name="card">The card whose node we will return.</param>
            <returns>The node for the card, if it is in the play queue.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.AnimOut">
            <summary>
            Dequeue and hide all cards that are in the queue.
            This is called when combat ends so that cards don't just hang out.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.MethodName.RemoveCardFromQueueForCancellation">
            <summary>
            Cached name for the 'RemoveCardFromQueueForCancellation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.MethodName.RemoveCardFromQueue">
            <summary>
            Cached name for the 'RemoveCardFromQueue' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.MethodName.TweenAllToQueuePosition">
            <summary>
            Cached name for the 'TweenAllToQueuePosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.MethodName.AnimOut">
            <summary>
            Cached name for the 'AnimOut' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.MethodName.GetScaleForQueueIndex">
            <summary>
            Cached name for the 'GetScaleForQueueIndex' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.MethodName.GetPositionForQueueIndex">
            <summary>
            Cached name for the 'GetPositionForQueueIndex' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCardPlayQueue.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile">
            <summary>
            Node script for DrawPile, DiscardPile, and ExhaustPile.
            Don't extend to more piles! Make bespoke scripts.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.MethodName.SetAnimInOutPositions">
            <summary>
            Cached name for the 'SetAnimInOutPositions' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.MethodName.AddCard">
            <summary>
            Cached name for the 'AddCard' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.MethodName.RemoveCard">
            <summary>
            Cached name for the 'RemoveCard' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.MethodName.AnimIn">
            <summary>
            Cached name for the 'AnimIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.MethodName.AnimOut">
            <summary>
            Cached name for the 'AnimOut' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.PropertyName.Pile">
            <summary>
            Cached name for the 'Pile' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.PropertyName._countLabel">
            <summary>
            Cached name for the '_countLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.PropertyName._bumpTween">
            <summary>
            Cached name for the '_bumpTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.PropertyName._currentCount">
            <summary>
            Cached name for the '_currentCount' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.PropertyName._positionTween">
            <summary>
            Cached name for the '_positionTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.PropertyName._showPosition">
            <summary>
            Cached name for the '_showPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.PropertyName._hidePosition">
            <summary>
            Cached name for the '_hidePosition' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer">
            <summary>
            Manages a set of <see cref="T:MegaCrit.Sts2.Core.Nodes.Combat.NCombatCardPile"/>s for a given player.
            Primarily used in  <see cref="T:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi"/>, but reused in other screens
            where we want to be able to check on the combat piles (ie <see cref="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen"/>)
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.MethodName.AnimIn">
            <summary>
            Cached name for the 'AnimIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.MethodName.AnimOut">
            <summary>
            Cached name for the 'AnimOut' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.MethodName.Enable">
            <summary>
            Cached name for the 'Enable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.MethodName.Disable">
            <summary>
            Cached name for the 'Disable' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.PropertyName.DrawPile">
            <summary>
            Cached name for the 'DrawPile' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.PropertyName.DiscardPile">
            <summary>
            Cached name for the 'DiscardPile' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.PropertyName.ExhaustPile">
            <summary>
            Cached name for the 'ExhaustPile' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.PropertyName._drawPile">
            <summary>
            Cached name for the '_drawPile' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.PropertyName._discardPile">
            <summary>
            Cached name for the '_discardPile' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.PropertyName._exhaustPile">
            <summary>
            Cached name for the '_exhaustPile' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCombatPilesContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCombatSceneContainer">
            <summary>
            Resizes BgContainer of the combat room so it fits well in all aspect ratios.
            TODO: Expand to adjust for enemy placement.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCombatSceneContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatSceneContainer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatSceneContainer.MethodName.OnWindowChange">
            <summary>
            Cached name for the 'OnWindowChange' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatSceneContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatSceneContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatSceneContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCombatSceneContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatSceneContainer.PropertyName._window">
            <summary>
            Cached name for the '_window' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatSceneContainer.PropertyName._bgContainer">
            <summary>
            Cached name for the '_bgContainer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatSceneContainer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatSceneContainer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatSceneContainer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatSceneContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatSceneContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCombatSceneContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCombatStartBanner">
            <summary>
            Start of enemy combat banner (for non-boss enemies).
            Creates a player turn banner as well.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCombatStartBanner.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatStartBanner.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatStartBanner.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatStartBanner.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatStartBanner.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatStartBanner.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCombatStartBanner.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatStartBanner.PropertyName._colorRect">
            <summary>
            Cached name for the '_colorRect' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatStartBanner.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatStartBanner.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatStartBanner.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatStartBanner.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatStartBanner.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatStartBanner.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCombatStartBanner.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi._originalPlayContainerCardPositions">
            <summary>
            When switching into peek mode, we move the play container cards off to the side for better visibility.
            When switching back out, we use the positions in this dictionary to move them back to their original positions.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi._originalPlayContainerCardScales">
            <summary>
            When switching into peek mode, we shrink the play container cards for better visibility.
            When switching back out, we use the scales in this dictionary to move them back to their original sizes.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.AnimIn">
            <summary>
            Animates combat UI elements into the scene visually.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.AnimOut">
            <summary>
            Animates the combat UI elements out of the scene visually.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi._Input(Godot.InputEvent)">
            <summary>
            Toggles the visibility of the combat UI
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.MethodName.Deactivate">
            <summary>
            Cached name for the 'Deactivate' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.MethodName.DisconnectSignals">
            <summary>
            Cached name for the 'DisconnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.MethodName.AddToPlayContainer">
            <summary>
            Cached name for the 'AddToPlayContainer' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.MethodName.AnimIn">
            <summary>
            Cached name for the 'AnimIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.MethodName.AnimOut">
            <summary>
            Cached name for the 'AnimOut' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.MethodName.PostCombatCleanUp">
            <summary>
            Cached name for the 'PostCombatCleanUp' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.MethodName.OnHandSelectModeEntered">
            <summary>
            Cached name for the 'OnHandSelectModeEntered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.MethodName.OnHandSelectModeExited">
            <summary>
            Cached name for the 'OnHandSelectModeExited' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.MethodName.OnPeekButtonReady">
            <summary>
            Cached name for the 'OnPeekButtonReady' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.MethodName.OnPeekButtonToggled">
            <summary>
            Cached name for the 'OnPeekButtonToggled' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.MethodName.Enable">
            <summary>
            Cached name for the 'Enable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.MethodName.Disable">
            <summary>
            Cached name for the 'Disable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.MethodName.DebugHideCombatUi">
            <summary>
            Cached name for the 'DebugHideCombatUi' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.PropertyName.EnergyCounterContainer">
            <summary>
            Cached name for the 'EnergyCounterContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.PropertyName.EndTurnButton">
            <summary>
            Cached name for the 'EndTurnButton' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.PropertyName.PingButton">
            <summary>
            Cached name for the 'PingButton' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.PropertyName.DrawPile">
            <summary>
            Cached name for the 'DrawPile' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.PropertyName.DiscardPile">
            <summary>
            Cached name for the 'DiscardPile' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.PropertyName.ExhaustPile">
            <summary>
            Cached name for the 'ExhaustPile' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.PropertyName.Hand">
            <summary>
            Cached name for the 'Hand' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.PropertyName.PlayContainer">
            <summary>
            Cached name for the 'PlayContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.PropertyName.PlayQueue">
            <summary>
            Cached name for the 'PlayQueue' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.PropertyName.CardPreviewContainer">
            <summary>
            Cached name for the 'CardPreviewContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.PropertyName.MessyCardPreviewContainer">
            <summary>
            Cached name for the 'MessyCardPreviewContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.PropertyName._starCounter">
            <summary>
            Cached name for the '_starCounter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.PropertyName._energyCounter">
            <summary>
            Cached name for the '_energyCounter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.PropertyName._combatPilesContainer">
            <summary>
            Cached name for the '_combatPilesContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.PropertyName._playContainerPeekModeTween">
            <summary>
            Cached name for the '_playContainerPeekModeTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.PropertyName._originalHandChildIndex">
            <summary>
            Cached name for the '_originalHandChildIndex' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCombatUi.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.MethodName.Start">
            <summary>
            Cached name for the 'Start' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.MethodName.DisconnectTargetingSignals">
            <summary>
            Cached name for the 'DisconnectTargetingSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.MethodName.MultiCreatureTargeting">
            <summary>
            Cached name for the 'MultiCreatureTargeting' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.MethodName.OnCancelPlayCard">
            <summary>
            Cached name for the 'OnCancelPlayCard' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.MethodName.Cleanup">
            <summary>
            Cached name for the 'Cleanup' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.PropertyName._onCreatureHoverCallable">
            <summary>
            Cached name for the '_onCreatureHoverCallable' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.PropertyName._onCreatureUnhoverCallable">
            <summary>
            Cached name for the '_onCreatureUnhoverCallable' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.PropertyName._signalsConnected">
            <summary>
            Cached name for the '_signalsConnected' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.SignalName.Confirmed">
            <summary>
            Cached name for the 'Confirmed' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.SignalName.Canceled">
            <summary>
            Cached name for the 'Canceled' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.Confirmed">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.ConfirmedEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.Canceled">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.CanceledEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NControllerCardPlay.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature._sfxLoops">
             <summary>
             Keeps track of the looping sfx that are owned by this creature (ie thieving hopper's fluttering).
             We use this as a way to easily cancel all looping sfx when a creature instance is killed or despawned.
             - The Key is the string field of the sfx we are tracking (ie event://flying_sfx)
            
             - The Value is a Tuple, where the first item is the loop param we will use to end the sfx and the second item
               is the value that we need to set that param to end the sfx. (ie ("loop", 1)).
               We need to do this because not all sfx loops use the same loop param or loop value to finish the FMOD event
               (ie waterfall giant uses the same loop param to ramp up how intense it is AND to end the loop).
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.UpdateBounds(Godot.Node)">
            <summary>
            Called when a creatures hitbox is updated. Called on initialization and things like Osty getting bigger, thieving hopper flying, etc.
            </summary>
            <param name="boundsContainer"></param> The parent node which has the children: Bounds, CenterPos, and IntentPos nodes.
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.RevealIntents">
            <summary>
            This makes the intents visible again!
            So let's fade them in.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.GetTopOfHitbox">
            <summary>
            Helper function to get the top of this creature's hitbox position.
            Used for spawning vfx or aligning UI elements to a creature's hitbox.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.GetBottomOfHitbox">
            <summary>
            Helper function to get the top of this creature's hitbox position.
            Used for spawning vfx or aligning UI elements to a creature's hitbox.
            </summary>
            <returns></returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.TrackBlockStatus(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Track the block status of another creature.
            Used for pets who want to show extra UI when their owner has block.
            For example, Osty tracks Necrobinder's block.
            </summary>
            <param name="creature">Extra creature (different from _creature) whose block status we want to track in this UI.</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.ConnectSpineAnimatorSignals">
            <summary>
            Cached name for the 'ConnectSpineAnimatorSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.UpdateBounds">
            <summary>
            Cached name for the 'UpdateBounds' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.UpdatePhobiaMode">
            <summary>
            Cached name for the 'UpdatePhobiaMode' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.UpdateNavigation">
            <summary>
            Cached name for the 'UpdateNavigation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.OnTargetingStarted">
            <summary>
            Cached name for the 'OnTargetingStarted' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.SetRemotePlayerFocused">
            <summary>
            Cached name for the 'SetRemotePlayerFocused' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.HideHoverTips">
            <summary>
            Cached name for the 'HideHoverTips' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.SetAnimationTrigger">
            <summary>
            Cached name for the 'SetAnimationTrigger' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.GetCurrentAnimationLength">
            <summary>
            Cached name for the 'GetCurrentAnimationLength' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.GetCurrentAnimationTimeRemaining">
            <summary>
            Cached name for the 'GetCurrentAnimationTimeRemaining' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.ToggleIsInteractable">
            <summary>
            Cached name for the 'ToggleIsInteractable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.AnimDisableUi">
            <summary>
            Cached name for the 'AnimDisableUi' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.AnimEnableUi">
            <summary>
            Cached name for the 'AnimEnableUi' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.StartDeathAnim">
            <summary>
            Cached name for the 'StartDeathAnim' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.StartReviveAnim">
            <summary>
            Cached name for the 'StartReviveAnim' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.AnimTempRevive">
            <summary>
            Cached name for the 'AnimTempRevive' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.ImmediatelySetIdle">
            <summary>
            Cached name for the 'ImmediatelySetIdle' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.AnimHideIntent">
            <summary>
            Cached name for the 'AnimHideIntent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.SetScaleAndHue">
            <summary>
            Cached name for the 'SetScaleAndHue' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.ScaleTo">
            <summary>
            Cached name for the 'ScaleTo' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.SetDefaultScaleTo">
            <summary>
            Cached name for the 'SetDefaultScaleTo' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.OstyScaleToSize">
            <summary>
            Cached name for the 'OstyScaleToSize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.AnimShake">
            <summary>
            Cached name for the 'AnimShake' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.DoScaleTween">
            <summary>
            Cached name for the 'DoScaleTween' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.SetOrbManagerPosition">
            <summary>
            Cached name for the 'SetOrbManagerPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.GetTopOfHitbox">
            <summary>
            Cached name for the 'GetTopOfHitbox' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.GetBottomOfHitbox">
            <summary>
            Cached name for the 'GetBottomOfHitbox' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.ShowMultiselectReticle">
            <summary>
            Cached name for the 'ShowMultiselectReticle' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.HideMultiselectReticle">
            <summary>
            Cached name for the 'HideMultiselectReticle' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.ShowSingleSelectReticle">
            <summary>
            Cached name for the 'ShowSingleSelectReticle' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.HideSingleSelectReticle">
            <summary>
            Cached name for the 'HideSingleSelectReticle' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.SetupForBestiary">
            <summary>
            Cached name for the 'SetupForBestiary' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.StartSfxLoop">
            <summary>
            Cached name for the 'StartSfxLoop' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.StopSfxLoop">
            <summary>
            Cached name for the 'StopSfxLoop' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.MethodName.StopAllSfxLoops">
            <summary>
            Cached name for the 'StopAllSfxLoops' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName.Hitbox">
            <summary>
            Cached name for the 'Hitbox' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName.OrbManager">
            <summary>
            Cached name for the 'OrbManager' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName.IsInteractable">
            <summary>
            Cached name for the 'IsInteractable' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName.VfxSpawnPosition">
            <summary>
            Cached name for the 'VfxSpawnPosition' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName.PowerAppliedVfxSpawnPosition">
            <summary>
            Cached name for the 'PowerAppliedVfxSpawnPosition' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName.Visuals">
            <summary>
            Cached name for the 'Visuals' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName.Body">
            <summary>
            Cached name for the 'Body' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName.IntentContainer">
            <summary>
            Cached name for the 'IntentContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName.IsPlayingDeathAnimation">
            <summary>
            Cached name for the 'IsPlayingDeathAnimation' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName.HasSpineAnimation">
            <summary>
            Cached name for the 'HasSpineAnimation' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName.IsFocused">
            <summary>
            Cached name for the 'IsFocused' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName.PlayerIntentHandler">
            <summary>
            Cached name for the 'PlayerIntentHandler' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName._stateDisplay">
            <summary>
            Cached name for the '_stateDisplay' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName._intentFadeTween">
            <summary>
            Cached name for the '_intentFadeTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName._shakeTween">
            <summary>
            Cached name for the '_shakeTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName._isRemotePlayerOrPet">
            <summary>
            Cached name for the '_isRemotePlayerOrPet' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName._isInBestiary">
            <summary>
            Cached name for the '_isInBestiary' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName._tempScale">
            <summary>
            Cached name for the '_tempScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName._scaleTween">
            <summary>
            Cached name for the '_scaleTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName._isInMultiselect">
            <summary>
            Cached name for the '_isInMultiselect' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.PropertyName._selectionReticle">
            <summary>
            Cached name for the '_selectionReticle' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay._blockTrackingCreature">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.TrackBlockStatus(MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/> for details.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.OnBlockTrackingCreatureBlockChanged(System.Int32,System.Int32)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.TrackBlockStatus(MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/> for details.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.MethodName.SubscribeToCreatureEvents">
            <summary>
            Cached name for the 'SubscribeToCreatureEvents' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.MethodName.DebugToggleVisibility">
            <summary>
            Cached name for the 'DebugToggleVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.MethodName.SetCreatureBounds">
            <summary>
            Cached name for the 'SetCreatureBounds' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.MethodName.RefreshValues">
            <summary>
            Cached name for the 'RefreshValues' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.MethodName.OnHovered">
            <summary>
            Cached name for the 'OnHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.MethodName.OnUnhovered">
            <summary>
            Cached name for the 'OnUnhovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.MethodName.ShowNameplate">
            <summary>
            Cached name for the 'ShowNameplate' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.MethodName.HideNameplate">
            <summary>
            Cached name for the 'HideNameplate' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.MethodName.HideImmediately">
            <summary>
            Cached name for the 'HideImmediately' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.MethodName.AnimateIn">
            <summary>
            Cached name for the 'AnimateIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.MethodName.AnimateInBlock">
            <summary>
            Cached name for the 'AnimateInBlock' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.MethodName.AnimateOut">
            <summary>
            Cached name for the 'AnimateOut' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.MethodName.OnBlockTrackingCreatureBlockChanged">
            <summary>
            Cached name for the 'OnBlockTrackingCreatureBlockChanged' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.PropertyName._powerContainer">
            <summary>
            Cached name for the '_powerContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.PropertyName._nameplateContainer">
            <summary>
            Cached name for the '_nameplateContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.PropertyName._nameplateLabel">
            <summary>
            Cached name for the '_nameplateLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.PropertyName._healthBar">
            <summary>
            Cached name for the '_healthBar' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.PropertyName._hpBarHitbox">
            <summary>
            Cached name for the '_hpBarHitbox' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.PropertyName._creatureSize">
            <summary>
            Cached name for the '_creatureSize' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.PropertyName._showHideTween">
            <summary>
            Cached name for the '_showHideTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.PropertyName._originalPosition">
            <summary>
            Cached name for the '_originalPosition' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureStateDisplay.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.VfxSpawnPosition">
            <summary>
            Position we spawn things like hit vfx. Sometimes the center of the creatures isn't always the center of the visual.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.MethodName.GetCurrentBody">
            <summary>
            Cached name for the 'GetCurrentBody' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.MethodName.SetScaleAndHue">
            <summary>
            Cached name for the 'SetScaleAndHue' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.MethodName.IsPlayingHurtAnimation">
            <summary>
            Cached name for the 'IsPlayingHurtAnimation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.MethodName.TryApplyLiquidOverlay">
            <summary>
            Cached name for the 'TryApplyLiquidOverlay' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.PropertyName.Bounds">
            <summary>
            Cached name for the 'Bounds' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.PropertyName.IntentPosition">
            <summary>
            Cached name for the 'IntentPosition' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.PropertyName.OrbPosition">
            <summary>
            Cached name for the 'OrbPosition' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.PropertyName.TalkPosition">
            <summary>
            Cached name for the 'TalkPosition' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.PropertyName.IsSpineNode">
            <summary>
            Cached name for the 'IsSpineNode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.PropertyName.HasSpineAnimation">
            <summary>
            Cached name for the 'HasSpineAnimation' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.PropertyName.IsUsingPhobiaModeBody">
            <summary>
            Cached name for the 'IsUsingPhobiaModeBody' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.PropertyName.VfxSpawnPosition">
            <summary>
            Cached name for the 'VfxSpawnPosition' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.PropertyName.DefaultScale">
            <summary>
            Cached name for the 'DefaultScale' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.PropertyName._body">
            <summary>
            Cached name for the '_body' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.PropertyName._phobiaModeBody">
            <summary>
            Cached name for the '_phobiaModeBody' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.PropertyName._hue">
            <summary>
            Cached name for the '_hue' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.PropertyName._liquidOverlayTimer">
            <summary>
            Cached name for the '_liquidOverlayTimer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.PropertyName._savedNormalMaterial">
            <summary>
            Cached name for the '_savedNormalMaterial' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.PropertyName._currentLiquidOverlayMaterial">
            <summary>
            Cached name for the '_currentLiquidOverlayMaterial' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NCreatureVisuals.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NDiscardPileButton">
            <summary>
            Node script for the Discard Pile.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NDiscardPileButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NDiscardPileButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NDiscardPileButton.MethodName.SetAnimInOutPositions">
            <summary>
            Cached name for the 'SetAnimInOutPositions' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NDiscardPileButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NDiscardPileButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NDiscardPileButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NDiscardPileButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NDiscardPileButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NDiscardPileButton.PropertyName.Pile">
            <summary>
            Cached name for the 'Pile' property.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NDiscardPileButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NDiscardPileButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NDiscardPileButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NDiscardPileButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NDiscardPileButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NDrawPileButton">
            <summary>
            Node script for the Draw Pile.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NDrawPileButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NDrawPileButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NDrawPileButton.MethodName.SetAnimInOutPositions">
            <summary>
            Cached name for the 'SetAnimInOutPositions' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NDrawPileButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NDrawPileButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NDrawPileButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NDrawPileButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NDrawPileButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NDrawPileButton.PropertyName.Pile">
            <summary>
            Cached name for the 'Pile' property.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NDrawPileButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NDrawPileButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NDrawPileButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NDrawPileButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NDrawPileButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton">
            <summary>
            End Turn button. Differs from other buttons as there are several flags which interact with each other and a pulsing vfx:
               State.Shown: Indicates that this button is press-able. Additionally, flies on screen from the bottom with different behavior from isHidden.
               State.Disabled: Grayed out and cannot be pressed.
               State.Hidden: Grayed out and cannot be pressed. Additionally, flies off screen downward with different behavior from isHidden.
               isShiny: Used when you have no valid cards to play so the button is visually more noticeable.
               !isShiny: The opposite behavior of above.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.ShouldDisplayPlayerIcon(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Returns true when the player's icon should be displayed above the end turn button, indicating readiness.
            The icons are only refreshed when _playerIconContainer.RefreshPlayerVotes is called.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.OnRelease">
            <summary>
            Things which occur when the EndTurn button is pressed
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.CallReleaseLogic">
            <summary>
            Helper because we can call the End Turn button in numerous ways (controller, mouse, long press mouse, etc)
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.SecretEndTurnLogicViaFtue">
            <summary>
            Don't call me >:(
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.OnEnable">
            <summary>
            Called at the start of player turn, and when the button re-enables itself if not everyone in multiplayer is ready.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.OnDisable">
            <summary>
            Called when the player presses End Turn or combat ends.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.AnimOut">
            <summary>
            Animates the button out off the screen and disables the button if it is currently enabled.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.AnimIn">
            <summary>
            Animates the button in from off the screen.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.SetState(MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.State)">
            <summary>
            Set the state of the button.
            Use this instead of calling Enable or Disable directly, as the enabled/disabled state of the button can also be
            controlled by the state of the UI above the button (see RefreshEnabled).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.RefreshEnabled">
            <summary>
            Refreshes whether the button is enabled or not. Should be called when a screen appears/disappears.
            Use this instead of calling Enable or Disable directly! The enabled/disabled state of the button should be
            controlled by the button itself.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName.StartOrStopPulseVfx">
            <summary>
            Cached name for the 'StartOrStopPulseVfx' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName.GlowPulse">
            <summary>
            Cached name for the 'GlowPulse' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName.CallReleaseLogic">
            <summary>
            Cached name for the 'CallReleaseLogic' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName.SecretEndTurnLogicViaFtue">
            <summary>
            Cached name for the 'SecretEndTurnLogicViaFtue' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName.ShouldShowPlayableCardsFtue">
            <summary>
            Cached name for the 'ShouldShowPlayableCardsFtue' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName.AnimOut">
            <summary>
            Cached name for the 'AnimOut' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName.AnimIn">
            <summary>
            Cached name for the 'AnimIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName.OnCombatEnded">
            <summary>
            Cached name for the 'OnCombatEnded' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName.HasPlayableCard">
            <summary>
            Cached name for the 'HasPlayableCard' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName.SetState">
            <summary>
            Cached name for the 'SetState' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.MethodName.RefreshEnabled">
            <summary>
            Cached name for the 'RefreshEnabled' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName.CanTurnBeEnded">
            <summary>
            Cached name for the 'CanTurnBeEnded' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName.ShowPos">
            <summary>
            Cached name for the 'ShowPos' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName.HidePos">
            <summary>
            Cached name for the 'HidePos' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName._state">
            <summary>
            Cached name for the '_state' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName._isShiny">
            <summary>
            Cached name for the '_isShiny' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName._visuals">
            <summary>
            Cached name for the '_visuals' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName._glowTexture">
            <summary>
            Cached name for the '_glowTexture' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName._normalTexture">
            <summary>
            Cached name for the '_normalTexture' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName._glow">
            <summary>
            Cached name for the '_glow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName._glowVfx">
            <summary>
            Cached name for the '_glowVfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName._combatUi">
            <summary>
            Cached name for the '_combatUi' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName._viewport">
            <summary>
            Cached name for the '_viewport' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName._playerIconContainer">
            <summary>
            Cached name for the '_playerIconContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName._longPressBar">
            <summary>
            Cached name for the '_longPressBar' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName._pulseTimer">
            <summary>
            Cached name for the '_pulseTimer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName._positionTween">
            <summary>
            Cached name for the '_positionTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName._glowVfxTween">
            <summary>
            Cached name for the '_glowVfxTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName._glowEnableTween">
            <summary>
            Cached name for the '_glowEnableTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.PropertyName._endTurnWithNoPlayableCardsCount">
            <summary>
            Cached name for the '_endTurnWithNoPlayableCardsCount' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar">
            <summary>
            This bar represents the player's progress when clicking or pushing down the End Turn input.
            When the bar is filled, the turn is ended. This is an option players can enable so they don't
            accidentally press the End Turn button (useful for touch-devices and people who are simply
            playing super fast all the time).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.PlayAnim">
            <summary>
            Called when the bar is completely filled.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.MethodName.Init">
            <summary>
            Cached name for the 'Init' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.MethodName.StartPress">
            <summary>
            Cached name for the 'StartPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.MethodName.CancelPress">
            <summary>
            Cached name for the 'CancelPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.MethodName.RecalculateBar">
            <summary>
            Cached name for the 'RecalculateBar' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.PropertyName._outline">
            <summary>
            Cached name for the '_outline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.PropertyName._pressTimer">
            <summary>
            Cached name for the '_pressTimer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.PropertyName._isPressed">
            <summary>
            Cached name for the '_isPressed' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.PropertyName._endTurnButton">
            <summary>
            Cached name for the '_endTurnButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.PropertyName._enabled">
            <summary>
            Cached name for the '_enabled' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NEndTurnLongPressBar.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NEnemyTurnBanner.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEnemyTurnBanner.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEnemyTurnBanner.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEnemyTurnBanner.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEnemyTurnBanner.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEnemyTurnBanner.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NEnemyTurnBanner.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEnemyTurnBanner.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEnemyTurnBanner.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEnemyTurnBanner.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEnemyTurnBanner.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEnemyTurnBanner.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEnemyTurnBanner.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NEnemyTurnBanner.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.MethodName.OnHovered">
            <summary>
            Cached name for the 'OnHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.MethodName.OnUnhovered">
            <summary>
            Cached name for the 'OnUnhovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.MethodName.RefreshLabel">
            <summary>
            Cached name for the 'RefreshLabel' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.MethodName.OnEnergyChanged">
            <summary>
            Cached name for the 'OnEnergyChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.MethodName.AnimIn">
            <summary>
            Cached name for the 'AnimIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.MethodName.AnimOut">
            <summary>
            Cached name for the 'AnimOut' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.PropertyName.OutlineColor">
            <summary>
            Cached name for the 'OutlineColor' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.PropertyName._layers">
            <summary>
            Cached name for the '_layers' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.PropertyName._rotationLayers">
            <summary>
            Cached name for the '_rotationLayers' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.PropertyName._backVfx">
            <summary>
            Cached name for the '_backVfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.PropertyName._frontVfx">
            <summary>
            Cached name for the '_frontVfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.PropertyName._animInTween">
            <summary>
            Cached name for the '_animInTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.PropertyName._animOutTween">
            <summary>
            Cached name for the '_animOutTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NEnergyCounter.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NExhaustPileButton">
            <summary>
            Node script for the Exhaust Pile.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NExhaustPileButton.AddCard">
            <summary>
            The text "bump" animation for pile UI.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NExhaustPileButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NExhaustPileButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NExhaustPileButton.MethodName.AddCard">
            <summary>
            Cached name for the 'AddCard' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NExhaustPileButton.MethodName.SetAnimInOutPositions">
            <summary>
            Cached name for the 'SetAnimInOutPositions' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NExhaustPileButton.MethodName.AnimIn">
            <summary>
            Cached name for the 'AnimIn' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NExhaustPileButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NExhaustPileButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NExhaustPileButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NExhaustPileButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NExhaustPileButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NExhaustPileButton.PropertyName.Pile">
            <summary>
            Cached name for the 'Pile' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NExhaustPileButton.PropertyName._viewport">
            <summary>
            Cached name for the '_viewport' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NExhaustPileButton.PropertyName._posOffset">
            <summary>
            Cached name for the '_posOffset' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NExhaustPileButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NExhaustPileButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NExhaustPileButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NExhaustPileButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NExhaustPileButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NExhaustPileButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar">
            <summary>
            Controls visual logic for the health bar! This includes the red part, the text, block icon, and handles Poison/Doom.
            This does NOT control the behavior/layout of Powers.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.UpdateWidthRelativeToReferenceValue(System.Single,System.Single)">
            <summary>
            Linearly interpolates the width of the HP bar based on the reference values.
            </summary>
            <param name="refMaxHp">A reference max HP.</param>
            <param name="refWidth">The width of the HP bar when the max HP is equal to refMaxHp.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.SetHpBarContainerSizeWithOffsets(Godot.Vector2)">
            <summary>
            Sets the container size, deferring it to avoid issues.
            TODO: What issues? I'm not sure, it's from an old commit
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.RefreshValues">
            <summary>
            Forces the health bar to look right and start/stop animations.
            Called often, even if the health bar isn't affected.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.RefreshBlockUi">
            <summary>
            Determines whether the Block icon should be visible + the color of the health bar if you have Block.
            Note that the text on the health bar is handled elsewhere -> RefreshText();
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.RefreshText">
            <summary>
            The text that displays HP. e.g. 72/72
            This logic controls this text's color and its outline as it's
            affected by having Block, being in lethal due to Poison/Doom, and Invincibility.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.IsDoomLethal(System.Int32,System.Int32)">
            <summary>
            Checks if Doom is lethal when it's to trigger next. Poison damage is also incorporated as the
            creature's HP may drop at the start of their turn and their remaining HP may enter Doom range.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.GetFgWidth(System.Int32)">
            <summary>
            Calculates the width of the foreground given an "amount" which is a ratio of this and the MaxHP.
            Example: If amount is currentHp. Then if you have 12 currentHP and 50 maxHp, this would return
            0.24 (12/50) multiplied by the width of the foreground bar's total length. If the bar is 240px,
            then we would return 240 x 0.24 as a float.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.TrackBlockStatus(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Nodes.Combat.NCreature.TrackBlockStatus(MegaCrit.Sts2.Core.Entities.Creatures.Creature)"/> for details.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.MethodName.DebugToggleVisibility">
            <summary>
            Cached name for the 'DebugToggleVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.MethodName.UpdateLayoutForCreatureBounds">
            <summary>
            Cached name for the 'UpdateLayoutForCreatureBounds' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.MethodName.UpdateWidthRelativeToReferenceValue">
            <summary>
            Cached name for the 'UpdateWidthRelativeToReferenceValue' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.MethodName.SetHpBarContainerSizeWithOffsets">
            <summary>
            Cached name for the 'SetHpBarContainerSizeWithOffsets' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.MethodName.SetHpBarContainerSizeWithOffsetsImmediately">
            <summary>
            Cached name for the 'SetHpBarContainerSizeWithOffsetsImmediately' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.MethodName.RefreshValues">
            <summary>
            Cached name for the 'RefreshValues' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.MethodName.RefreshMiddleground">
            <summary>
            Cached name for the 'RefreshMiddleground' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.MethodName.RefreshForeground">
            <summary>
            Cached name for the 'RefreshForeground' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.MethodName.RefreshBlockUi">
            <summary>
            Cached name for the 'RefreshBlockUi' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.MethodName.RefreshText">
            <summary>
            Cached name for the 'RefreshText' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.MethodName.IsPoisonLethal">
            <summary>
            Cached name for the 'IsPoisonLethal' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.MethodName.IsDoomLethal">
            <summary>
            Cached name for the 'IsDoomLethal' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.MethodName.GetFgWidth">
            <summary>
            Cached name for the 'GetFgWidth' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.MethodName.FadeOutHpLabel">
            <summary>
            Cached name for the 'FadeOutHpLabel' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.MethodName.FadeInHpLabel">
            <summary>
            Cached name for the 'FadeInHpLabel' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.MethodName.AnimateInBlock">
            <summary>
            Cached name for the 'AnimateInBlock' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.PropertyName.MaxFgWidth">
            <summary>
            Cached name for the 'MaxFgWidth' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.PropertyName.HpBarContainer">
            <summary>
            Cached name for the 'HpBarContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.PropertyName._hpForegroundContainer">
            <summary>
            Cached name for the '_hpForegroundContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.PropertyName._hpForeground">
            <summary>
            Cached name for the '_hpForeground' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.PropertyName._poisonForeground">
            <summary>
            Cached name for the '_poisonForeground' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.PropertyName._doomForeground">
            <summary>
            Cached name for the '_doomForeground' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.PropertyName._hpMiddleground">
            <summary>
            Cached name for the '_hpMiddleground' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.PropertyName._hpLabel">
            <summary>
            Cached name for the '_hpLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.PropertyName._blockContainer">
            <summary>
            Cached name for the '_blockContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.PropertyName._blockLabel">
            <summary>
            Cached name for the '_blockLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.PropertyName._blockOutline">
            <summary>
            Cached name for the '_blockOutline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.PropertyName._infinityTex">
            <summary>
            Cached name for the '_infinityTex' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.PropertyName._blockTween">
            <summary>
            Cached name for the '_blockTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.PropertyName._hpLabelFadeTween">
            <summary>
            Cached name for the '_hpLabelFadeTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.PropertyName._middlegroundTween">
            <summary>
            Cached name for the '_middlegroundTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.PropertyName._originalBlockPosition">
            <summary>
            Cached name for the '_originalBlockPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.PropertyName._currentHpOnLastRefresh">
            <summary>
            Cached name for the '_currentHpOnLastRefresh' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.PropertyName._maxHpOnLastRefresh">
            <summary>
            Cached name for the '_maxHpOnLastRefresh' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.PropertyName._expectedMaxFgWidth">
            <summary>
            Cached name for the '_expectedMaxFgWidth' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NHealthBar.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.MethodName.DebugToggleVisibility">
            <summary>
            Cached name for the 'DebugToggleVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.MethodName.UpdateVisuals">
            <summary>
            Cached name for the 'UpdateVisuals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.MethodName.PlayPerform">
            <summary>
            Cached name for the 'PlayPerform' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.MethodName.SetFrozen">
            <summary>
            Cached name for the 'SetFrozen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.MethodName.OnHovered">
            <summary>
            Cached name for the 'OnHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.MethodName.OnUnhovered">
            <summary>
            Cached name for the 'OnUnhovered' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.PropertyName._intentHolder">
            <summary>
            Cached name for the '_intentHolder' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.PropertyName._intentSprite">
            <summary>
            Cached name for the '_intentSprite' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.PropertyName._valueLabel">
            <summary>
            Cached name for the '_valueLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.PropertyName._intentParticle">
            <summary>
            Cached name for the '_intentParticle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.PropertyName._timeOffset">
            <summary>
            Cached name for the '_timeOffset' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.PropertyName._timeAccumulator">
            <summary>
            Cached name for the '_timeAccumulator' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.PropertyName._isFrozen">
            <summary>
            Cached name for the '_isFrozen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.PropertyName._animationName">
            <summary>
            Cached name for the '_animationName' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.PropertyName._combatRoom">
            <summary>
            Cached name for the '_combatRoom' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NIntent.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay._cancelShortcut">
            <summary>
            shortcut to cancel the card play. Usually we set this to be the index of the card holder in the hand,
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.IsCardInPlayZone">
            <summary>
            Has the card moved up into the Play Zone?
            This happens when the card was near the bottom of the screen (meaning you just started dragging it) and then you
            drag it up higher to start targeting it.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.IsCardInCancelZone">
             <summary>
             Has the card moved down into the Cancel Zone?
             This happens when the card was in the Play Zone (meaning you were targeting it) and then you drag it back down
             to cancel the play.
            
             We use a greater value (further down the screen) for the Cancel Zone than the Play Zone because:
             1. We want you to have to move the card down a meaningful amount before we stop targeting.
             2. For multi-target cards, we want an "intermediate" zone where the card doesn't show targeting visuals but we
                haven't canceled yet.
             </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.MethodName.Start">
            <summary>
            Cached name for the 'Start' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.MethodName.DisconnectTargetingSignals">
            <summary>
            Cached name for the 'DisconnectTargetingSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.MethodName.OnCancelPlayCard">
            <summary>
            Cached name for the 'OnCancelPlayCard' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.MethodName.IsCardInPlayZone">
            <summary>
            Cached name for the 'IsCardInPlayZone' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.MethodName.IsCardInCancelZone">
            <summary>
            Cached name for the 'IsCardInCancelZone' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.PropertyName.PlayZoneThreshold">
            <summary>
            Cached name for the 'PlayZoneThreshold' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.PropertyName.CancelZoneThreshold">
            <summary>
            Cached name for the 'CancelZoneThreshold' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.PropertyName._hasLeftCardCancelZoneOnce">
            <summary>
            Cached name for the '_hasLeftCardCancelZoneOnce' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.PropertyName._dragStartYPosition">
            <summary>
            Cached name for the '_dragStartYPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.PropertyName._isLeftMouseDown">
            <summary>
            Cached name for the '_isLeftMouseDown' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.PropertyName._onCreatureHoverCallable">
            <summary>
            Cached name for the '_onCreatureHoverCallable' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.PropertyName._onCreatureUnhoverCallable">
            <summary>
            Cached name for the '_onCreatureUnhoverCallable' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.PropertyName._signalsConnected">
            <summary>
            Cached name for the '_signalsConnected' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.PropertyName._cancelShortcut">
            <summary>
            Cached name for the '_cancelShortcut' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.PropertyName._skipStartCardDrag">
            <summary>
            Cached name for the '_skipStartCardDrag' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NMouseCardPlay.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.OnOverlayStackChanged">
            <summary>
            This method handles re-hiding the backstop if the peek button is inside an overlay screen and another screen
            appeared above it and then was removed.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.MethodName.OnOverlayStackChanged">
            <summary>
            Cached name for the 'OnOverlayStackChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.MethodName.Wiggle">
            <summary>
            Cached name for the 'Wiggle' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.MethodName.AddTargets">
            <summary>
            Cached name for the 'AddTargets' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.MethodName.SetPeeking">
            <summary>
            Cached name for the 'SetPeeking' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.MethodName.OnCombatRoomReady">
            <summary>
            Cached name for the 'OnCombatRoomReady' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.PropertyName.IsPeeking">
            <summary>
            Cached name for the 'IsPeeking' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.PropertyName.CurrentCardMarker">
            <summary>
            Cached name for the 'CurrentCardMarker' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.PropertyName._flash">
            <summary>
            Cached name for the '_flash' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.PropertyName._visuals">
            <summary>
            Cached name for the '_visuals' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.PropertyName._wiggleTween">
            <summary>
            Cached name for the '_wiggleTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.SignalName.Toggled">
            <summary>
            Cached name for the 'Toggled' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.Toggled">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.ToggledEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPeekButton.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton">
            <summary>
            Ping button. Flies in from off-screen after a short delay when the local player is ready but remote players are not.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.OnDisable">
            <summary>
            Called when the player presses End Turn or combat ends.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.AnimOut">
            <summary>
            Animates the button out off the screen and disables the button if it is currently enabled.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.AnimIn">
            <summary>
            Animates the button in from off the screen.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.SetState(MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.State)">
            <summary>
            Set the state of the button.
            Use this instead of calling Enable or Disable directly, as the enabled/disabled state of the button can also be
            controlled by the state of the UI above the button (see RefreshEnabled).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.RefreshEnabled">
            <summary>
            Refreshes whether the button is enabled or not. Should be called when a screen appears/disappears.
            Use this instead of calling Enable or Disable directly! The enabled/disabled state of the button should be
            controlled by the button itself.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.MethodName.AnimOut">
            <summary>
            Cached name for the 'AnimOut' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.MethodName.AnimIn">
            <summary>
            Cached name for the 'AnimIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.MethodName.OnCombatEnded">
            <summary>
            Cached name for the 'OnCombatEnded' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.MethodName.SetState">
            <summary>
            Cached name for the 'SetState' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.MethodName.RefreshEnabled">
            <summary>
            Cached name for the 'RefreshEnabled' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.PropertyName.ShowPos">
            <summary>
            Cached name for the 'ShowPos' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.PropertyName.HidePos">
            <summary>
            Cached name for the 'HidePos' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.PropertyName._state">
            <summary>
            Cached name for the '_state' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.PropertyName._visuals">
            <summary>
            Cached name for the '_visuals' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.PropertyName._viewport">
            <summary>
            Cached name for the '_viewport' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.PropertyName._positionTween">
            <summary>
            Cached name for the '_positionTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NPingButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand._draggedHolderIndex">
             <summary>
             If you're dragging a card, it won't be a child of the card holder container for the duration of the drag,
             so we need to leave an empty space for it in your hand. This index represents where that empty space should be.
            
             For example, let's say you start dragging the card in your hand at index 2.
             Once it's removed from your hand for the drag, the card at index 3 moves to index 2, but visually, we
             still want to position it at index 3 so we can "leave a space" at index 2.
             However, the position/angle of the cards at indexes 0 and 1 should be unchanged.
             </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand._holdersAwaitingQueue">
             <summary>
             There are two types of cards that are considered "awaiting play":
             1. The card you're currently dragging and preparing to play.
             2. If you've queued up a bunch of cards for play quickly, all the cards that haven't started playing yet.
                For example, if I play a Defend, then quickly play 2 Strikes while the Defend's animations are still running,
                the 2 Strikes are considered "awaiting play" for that time.
            
             Cards that are awaiting play exist in a sort of "purgatory" state. From a back-end perspective, they're still in
             your hand (they count towards hand size, etc.), but on the front-end, they should be floating around somewhere
             separate from the other cards in your hand.
            
             When a holder returns to the hand it is re-inserted at the position matching its model's order in the backend
             Hand pile (see <see cref="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.GetHandInsertIndex(MegaCrit.Sts2.Core.Models.CardModel)"/>), so we do not need to remember its old child index here.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.Add(MegaCrit.Sts2.Core.Nodes.Cards.NCard,System.Int32)">
            <summary>
            Called whenever we add a card into the hand.
            Prunes any empty CardHolders and creates a CardHolder for the newly added card.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.Remove(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Remove an NCard and its holder from the hand.
            </summary>
            <param name="card">CardModel whose node we want to remove</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.GetHandInsertIndex(MegaCrit.Sts2.Core.Models.CardModel)">
             <summary>
             Translates a card's position in the backend Hand pile into a child index within CardHolderContainer.
            
             Cards that are selected, awaiting play, or being dragged stay in the backend Hand pile while their holders are
             absent from CardHolderContainer (selected holders move to the selected-card container; dragged/queued holders
             reparent onto the hand itself), so the raw pile index can exceed the live child count and Godot rejects the
             MoveChild with "Invalid new child index" (PRG-6847). Counting only the holders currently in the container
             keeps the result within its child range.
             </summary>
             <returns>The target child index, or -1 if the card is not in the Hand pile (caller should not move).</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.TryCancelCardPlay(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            If the specific model is being played, then cancel it.
            </summary>
            <param name="card">Card we are trying to stop from being played</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.ForceRefreshCardIndices">
            <summary>
            Be sure you know what your doing when you call this function. Should only be used
            by the NHandCardCountTickbox to toggle on/off the player hand count labels right away.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.RefreshLayout">
            <summary>
            Call this whenever we gain/lose cards so that we fan out the cards for our players.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.OnHolderPressed(MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder)">
            <summary>
            Called when a card is clicked in the hand.
            </summary>
            <param name="holder">CardHolder that was clicked.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.DeselectCard(MegaCrit.Sts2.Core.Nodes.Cards.NCard)">
            <summary>
            Deselect a card when in a Select Mode.
            </summary>
            <param name="card"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.RevalidateSelectionAfterStateChange">
            <summary>
            Combat state can change while the player is mid-selection (e.g. another player kills a monster whose
            power was downgrading our cards). Re-evaluate the filter against the current hand and the currently-
            selected cards, deselecting anything that no longer qualifies and cancelling the whole selection with
            an empty result if no valid candidates remain.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.AnimIn">
            <summary>
            Animation for entering combat
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.AnimOut">
            <summary>
            Animation when winning combat
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.AnimDisable">
            <summary>
            Animation when player actions are disabled during player turn
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.AnimEnable">
            <summary>
            Animation when player actions are re-enabled during player turn
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.IsAwaitingPlay">
            <summary>
            Cached name for the 'IsAwaitingPlay' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.Add">
            <summary>
            Cached name for the 'Add' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.AddCardHolder">
            <summary>
            Cached name for the 'AddCardHolder' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.RemoveCardHolder">
            <summary>
            Cached name for the 'RemoveCardHolder' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.OnHolderFocused">
            <summary>
            Cached name for the 'OnHolderFocused' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.OnHolderUnfocused">
            <summary>
            Cached name for the 'OnHolderUnfocused' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.CancelAllCardPlay">
            <summary>
            Cached name for the 'CancelAllCardPlay' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.ReturnHolderToHand">
            <summary>
            Cached name for the 'ReturnHolderToHand' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.ForceRefreshCardIndices">
            <summary>
            Cached name for the 'ForceRefreshCardIndices' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.RefreshLayout">
            <summary>
            Cached name for the 'RefreshLayout' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.OnPeekButtonToggled">
            <summary>
            Cached name for the 'OnPeekButtonToggled' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.UpdateSelectModeCardVisibility">
            <summary>
            Cached name for the 'UpdateSelectModeCardVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.CancelHandSelectionIfNecessary">
            <summary>
            Cached name for the 'CancelHandSelectionIfNecessary' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.OnHolderPressed">
            <summary>
            Cached name for the 'OnHolderPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.CanPlayCards">
            <summary>
            Cached name for the 'CanPlayCards' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.AreCardActionsAllowed">
            <summary>
            Cached name for the 'AreCardActionsAllowed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.StartCardPlay">
            <summary>
            Cached name for the 'StartCardPlay' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.SelectCardInSimpleMode">
            <summary>
            Cached name for the 'SelectCardInSimpleMode' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.SelectCardInUpgradeMode">
            <summary>
            Cached name for the 'SelectCardInUpgradeMode' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.DeselectCard">
            <summary>
            Cached name for the 'DeselectCard' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.RevalidateSelectionAfterStateChange">
            <summary>
            Cached name for the 'RevalidateSelectionAfterStateChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.OnSelectModeConfirmButtonPressed">
            <summary>
            Cached name for the 'OnSelectModeConfirmButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.CheckIfSelectionComplete">
            <summary>
            Cached name for the 'CheckIfSelectionComplete' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.RefreshSelectModeConfirmButton">
            <summary>
            Cached name for the 'RefreshSelectModeConfirmButton' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.AnimIn">
            <summary>
            Cached name for the 'AnimIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.AnimOut">
            <summary>
            Cached name for the 'AnimOut' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.AnimDisable">
            <summary>
            Cached name for the 'AnimDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.AnimEnable">
            <summary>
            Cached name for the 'AnimEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.FlashPlayableHolders">
            <summary>
            Cached name for the 'FlashPlayableHolders' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.OnCardSelected">
            <summary>
            Cached name for the 'OnCardSelected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.OnCardDeselected">
            <summary>
            Cached name for the 'OnCardDeselected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.UpdateSelectedCardContainer">
            <summary>
            Cached name for the 'UpdateSelectedCardContainer' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.EnableControllerNavigation">
            <summary>
            Cached name for the 'EnableControllerNavigation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName.DisableControllerNavigation">
            <summary>
            Cached name for the 'DisableControllerNavigation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.MethodName._UnhandledInput">
            <summary>
            Cached name for the '_UnhandledInput' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName.CardHolderContainer">
            <summary>
            Cached name for the 'CardHolderContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName.PeekButton">
            <summary>
            Cached name for the 'PeekButton' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName.InCardPlay">
            <summary>
            Cached name for the 'InCardPlay' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName.IsInCardSelection">
            <summary>
            Cached name for the 'IsInCardSelection' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName.CurrentMode">
            <summary>
            Cached name for the 'CurrentMode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName.HasDraggedHolder">
            <summary>
            Cached name for the 'HasDraggedHolder' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName.FocusedHolder">
            <summary>
            Cached name for the 'FocusedHolder' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName._selectCardShortcuts">
            <summary>
            Cached name for the '_selectCardShortcuts' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName._selectModeBackstop">
            <summary>
            Cached name for the '_selectModeBackstop' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName._upgradePreviewContainer">
            <summary>
            Cached name for the '_upgradePreviewContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName._selectedHandCardContainer">
            <summary>
            Cached name for the '_selectedHandCardContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName._upgradePreview">
            <summary>
            Cached name for the '_upgradePreview' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName._selectModeConfirmButton">
            <summary>
            Cached name for the '_selectModeConfirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName._selectionHeader">
            <summary>
            Cached name for the '_selectionHeader' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName._currentCardPlay">
            <summary>
            Cached name for the '_currentCardPlay' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName._currentMode">
            <summary>
            Cached name for the '_currentMode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName._draggedHolderIndex">
            <summary>
            Cached name for the '_draggedHolderIndex' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName._lastFocusedHolderIdx">
            <summary>
            Cached name for the '_lastFocusedHolderIdx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName._animEnableTween">
            <summary>
            Cached name for the '_animEnableTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName._isDisabled">
            <summary>
            Cached name for the '_isDisabled' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName._animInTween">
            <summary>
            Cached name for the '_animInTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName._animOutTween">
            <summary>
            Cached name for the '_animOutTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.PropertyName._selectedCardScaleTween">
            <summary>
            Cached name for the '_selectedCardScaleTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.SignalName.ModeChanged">
            <summary>
            Cached name for the 'ModeChanged' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.ModeChanged">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.ModeChangedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerHand.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerTurnBanner.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerTurnBanner.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerTurnBanner.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerTurnBanner.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerTurnBanner.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerTurnBanner.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerTurnBanner.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerTurnBanner.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerTurnBanner.PropertyName._turnLabel">
            <summary>
            Cached name for the '_turnLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerTurnBanner.PropertyName._roundNumber">
            <summary>
            Cached name for the '_roundNumber' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerTurnBanner.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerTurnBanner.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerTurnBanner.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerTurnBanner.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerTurnBanner.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NPlayerTurnBanner.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NPower.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPower.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPower.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPower.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPower.MethodName.Reload">
            <summary>
            Cached name for the 'Reload' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPower.MethodName.OnPulsingStarted">
            <summary>
            Cached name for the 'OnPulsingStarted' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPower.MethodName.OnPulsingStopped">
            <summary>
            Cached name for the 'OnPulsingStopped' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPower.MethodName.RefreshAmount">
            <summary>
            Cached name for the 'RefreshAmount' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPower.MethodName.OnDisplayAmountChanged">
            <summary>
            Cached name for the 'OnDisplayAmountChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPower.MethodName.FlashPower">
            <summary>
            Cached name for the 'FlashPower' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPower.MethodName.OnHovered">
            <summary>
            Cached name for the 'OnHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPower.MethodName.OnUnhovered">
            <summary>
            Cached name for the 'OnUnhovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPower.MethodName.SubscribeToModelEvents">
            <summary>
            Cached name for the 'SubscribeToModelEvents' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPower.MethodName.UnsubscribeFromModelEvents">
            <summary>
            Cached name for the 'UnsubscribeFromModelEvents' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPower.MethodName.OnPowerRemoved">
            <summary>
            Cached name for the 'OnPowerRemoved' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPower.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPower.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPower.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NPower.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPower.PropertyName.Container">
            <summary>
            Cached name for the 'Container' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPower.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPower.PropertyName._amountLabel">
            <summary>
            Cached name for the '_amountLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPower.PropertyName._powerFlash">
            <summary>
            Cached name for the '_powerFlash' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPower.PropertyName._animInTween">
            <summary>
            Cached name for the '_animInTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPower.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPower.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPower.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPower.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPower.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NPower.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NPowerContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPowerContainer.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPowerContainer.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPowerContainer.MethodName.ConnectCreatureSignals">
            <summary>
            Cached name for the 'ConnectCreatureSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPowerContainer.MethodName.SetCreatureBounds">
            <summary>
            Cached name for the 'SetCreatureBounds' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NPowerContainer.MethodName.UpdatePositions">
            <summary>
            Cached name for the 'UpdatePositions' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPowerContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPowerContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPowerContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NPowerContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPowerContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NPowerContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NPowerContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.MethodName.StartDrawingFrom">
            <summary>
            Cached name for the 'StartDrawingFrom' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.MethodName.StopDrawing">
            <summary>
            Cached name for the 'StopDrawing' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.MethodName.UpdateDrawingTo">
            <summary>
            Cached name for the 'UpdateDrawingTo' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.MethodName.DoTargetingCreatureTween">
            <summary>
            Cached name for the 'DoTargetingCreatureTween' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.PropertyName._fromPosition">
            <summary>
            Cached name for the '_fromPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.PropertyName._toPosition">
            <summary>
            Cached name for the '_toPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.PropertyName._line">
            <summary>
            Cached name for the '_line' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.PropertyName._lineBack">
            <summary>
            Cached name for the '_lineBack' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.PropertyName._isTargetingCreature">
            <summary>
            Cached name for the '_isTargetingCreature' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NRemoteTargetingIndicator.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NSelectedHandCardContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NSelectedHandCardContainer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NSelectedHandCardContainer.MethodName.Add">
            <summary>
            Cached name for the 'Add' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NSelectedHandCardContainer.MethodName.RefreshHolderPositions">
            <summary>
            Cached name for the 'RefreshHolderPositions' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NSelectedHandCardContainer.MethodName.DeselectHolder">
            <summary>
            Cached name for the 'DeselectHolder' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NSelectedHandCardContainer.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NSelectedHandCardContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NSelectedHandCardContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NSelectedHandCardContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NSelectedHandCardContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NSelectedHandCardContainer.PropertyName.Hand">
            <summary>
            Cached name for the 'Hand' property.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NSelectedHandCardContainer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NSelectedHandCardContainer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NSelectedHandCardContainer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NSelectedHandCardContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NSelectedHandCardContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NSelectedHandCardContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NSelectionReticle.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NSelectionReticle.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NSelectionReticle.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NSelectionReticle.MethodName.OnSelect">
            <summary>
            Cached name for the 'OnSelect' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NSelectionReticle.MethodName.OnDeselect">
            <summary>
            Cached name for the 'OnDeselect' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NSelectionReticle.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NSelectionReticle.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NSelectionReticle.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NSelectionReticle.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NSelectionReticle.PropertyName.IsSelected">
            <summary>
            Cached name for the 'IsSelected' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NSelectionReticle.PropertyName._currentTween">
            <summary>
            Cached name for the '_currentTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NSelectionReticle.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NSelectionReticle.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NSelectionReticle.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NSelectionReticle.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NSelectionReticle.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NSelectionReticle.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.MethodName.ConnectStarsChangedSignal">
            <summary>
            Cached name for the 'ConnectStarsChangedSignal' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.MethodName.OnHovered">
            <summary>
            Cached name for the 'OnHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.MethodName.OnUnhovered">
            <summary>
            Cached name for the 'OnUnhovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.MethodName.OnStarsChanged">
            <summary>
            Cached name for the 'OnStarsChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.MethodName.UpdateStarCount">
            <summary>
            Cached name for the 'UpdateStarCount' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.MethodName.SetStarCountText">
            <summary>
            Cached name for the 'SetStarCountText' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.MethodName.RefreshVisibility">
            <summary>
            Cached name for the 'RefreshVisibility' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.PropertyName._rotationLayers">
            <summary>
            Cached name for the '_rotationLayers' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.PropertyName._lerpingStarCount">
            <summary>
            Cached name for the '_lerpingStarCount' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.PropertyName._velocity">
            <summary>
            Cached name for the '_velocity' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.PropertyName._displayedStarCount">
            <summary>
            Cached name for the '_displayedStarCount' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.PropertyName._hsvTween">
            <summary>
            Cached name for the '_hsvTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.PropertyName._isListeningToCombatState">
            <summary>
            Cached name for the '_isListeningToCombatState' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NStarCounter.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow._fromPos">
            <summary>
            Where the arrow starts from.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow._toPosition">
            <summary>
            Where the arrow tip is trying to be.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow._currentArrowPos">
            <summary>
            Where the arrows tip is currently at. Typically making its way towards the _toPosition, as it lerps between targets.
            Used only when the game is in controller mode, since in mouse mode we are always tracking the mouse position.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.MethodName.UpdateArrowPosition">
            <summary>
            Cached name for the 'UpdateArrowPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.MethodName.SetHighlightingOn">
            <summary>
            Cached name for the 'SetHighlightingOn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.MethodName.SetHighlightingOff">
            <summary>
            Cached name for the 'SetHighlightingOff' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.MethodName.UpdateSegments">
            <summary>
            Cached name for the 'UpdateSegments' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.MethodName.StartDrawingFrom">
            <summary>
            Cached name for the 'StartDrawingFrom' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.MethodName.StopDrawing">
            <summary>
            Cached name for the 'StopDrawing' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.MethodName.UpdateDrawingTo">
            <summary>
            Cached name for the 'UpdateDrawingTo' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.PropertyName.From">
            <summary>
            Cached name for the 'From' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.PropertyName._fromPos">
            <summary>
            Cached name for the '_fromPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.PropertyName._fromControl">
            <summary>
            Cached name for the '_fromControl' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.PropertyName._toPosition">
            <summary>
            Cached name for the '_toPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.PropertyName._segments">
            <summary>
            Cached name for the '_segments' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.PropertyName._arrowHead">
            <summary>
            Cached name for the '_arrowHead' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.PropertyName._arrowHeadTween">
            <summary>
            Cached name for the '_arrowHeadTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.PropertyName._initialized">
            <summary>
            Cached name for the '_initialized' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.PropertyName._followMouse">
            <summary>
            Cached name for the '_followMouse' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NTargetingArrow.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.LastTargetingFinishedFrame">
            <summary>
            This is the frame on which the last targeting was cancelled or finished as reported by SceneTree.GetFrame.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.MethodName.CancelTargeting">
            <summary>
            Cached name for the 'CancelTargeting' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.MethodName.FinishTargeting">
            <summary>
            Cached name for the 'FinishTargeting' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.MethodName.AllowedToTargetNode">
            <summary>
            Cached name for the 'AllowedToTargetNode' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.MethodName.OnNodeHovered">
            <summary>
            Cached name for the 'OnNodeHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.MethodName.OnNodeUnhovered">
            <summary>
            Cached name for the 'OnNodeUnhovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.MethodName.OnCreatureHovered">
            <summary>
            Cached name for the 'OnCreatureHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.MethodName.OnCreatureUnhovered">
            <summary>
            Cached name for the 'OnCreatureUnhovered' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.PropertyName.IsInSelection">
            <summary>
            Cached name for the 'IsInSelection' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.PropertyName.HoveredNode">
            <summary>
            Cached name for the 'HoveredNode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.PropertyName.LastTargetingFinishedFrame">
            <summary>
            Cached name for the 'LastTargetingFinishedFrame' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.PropertyName._targetingArrow">
            <summary>
            Cached name for the '_targetingArrow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.PropertyName._targetMode">
            <summary>
            Cached name for the '_targetMode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.PropertyName._validTargetsType">
            <summary>
            Cached name for the '_validTargetsType' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.SignalName.CreatureHovered">
            <summary>
            Cached name for the 'CreatureHovered' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.SignalName.CreatureUnhovered">
            <summary>
            Cached name for the 'CreatureUnhovered' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.SignalName.NodeHovered">
            <summary>
            Cached name for the 'NodeHovered' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.SignalName.NodeUnhovered">
            <summary>
            Cached name for the 'NodeUnhovered' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.SignalName.TargetingBegan">
            <summary>
            Cached name for the 'TargetingBegan' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.SignalName.TargetingEnded">
            <summary>
            Cached name for the 'TargetingEnded' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.CreatureHovered">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.CreatureHoveredEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.CreatureUnhovered">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.CreatureUnhoveredEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.NodeHovered">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.NodeHoveredEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.NodeUnhovered">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.NodeUnhoveredEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.TargetingBegan">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.TargetingBeganEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.TargetingEnded">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.TargetingEndedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Combat.NTargetManager.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup">
            <summary>
            The Abandon Run confirmation popup to prevent the player from accidentally deleting a run in progress.
            Used both mid-run and in the main menu.
            Renders above the capstone screens (above top bar).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup.MethodName.OnYesButtonPressed">
            <summary>
            Cached name for the 'OnYesButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup.MethodName.OnNoButtonPressed">
            <summary>
            Cached name for the 'OnNoButtonPressed' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup.PropertyName._verticalPopup">
            <summary>
            Cached name for the '_verticalPopup' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup.PropertyName._mainMenuNode">
            <summary>
            Cached name for the '_mainMenuNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NAbandonRunConfirmPopup.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton">
            <summary>
            Back Button. The Man. The Myth. The Legend.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.OnEnable">
            <summary>
            Call when we want this button to animate in.
            We refresh a lot of values here as the screen may not have been disposed and we reuse the button.
            May need to separate this logic into a Refresh() call for organization.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.OnDisable">
            <summary>
            Call when we want this button to hide this button (Disables clickability/hotkeys)
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.MethodName.OnWindowChange">
            <summary>
            Cached name for the 'OnWindowChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.MethodName.MoveToHidePosition">
            <summary>
            Cached name for the 'MoveToHidePosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.PropertyName.ClickedSfx">
            <summary>
            Cached name for the 'ClickedSfx' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.PropertyName.ControllerIconHotkey">
            <summary>
            Cached name for the 'ControllerIconHotkey' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.PropertyName._outline">
            <summary>
            Cached name for the '_outline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.PropertyName._buttonImage">
            <summary>
            Cached name for the '_buttonImage' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.PropertyName._defaultOutlineColor">
            <summary>
            Cached name for the '_defaultOutlineColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.PropertyName._hoveredOutlineColor">
            <summary>
            Cached name for the '_hoveredOutlineColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.PropertyName._downColor">
            <summary>
            Cached name for the '_downColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.PropertyName._outlineColor">
            <summary>
            Cached name for the '_outlineColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.PropertyName._outlineTransparentColor">
            <summary>
            Cached name for the '_outlineTransparentColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.PropertyName._posOffset">
            <summary>
            Cached name for the '_posOffset' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.PropertyName._showPos">
            <summary>
            Cached name for the '_showPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.PropertyName._hidePos">
            <summary>
            Cached name for the '_hidePos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.PropertyName._moveTween">
            <summary>
            Cached name for the '_moveTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NBackButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardPreviewContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardPreviewContainer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardPreviewContainer.MethodName.ReformatElements">
            <summary>
            Cached name for the 'ReformatElements' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardPreviewContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardPreviewContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardPreviewContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardPreviewContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardPreviewContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardPreviewContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardPreviewContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.MethodName.SetHue">
            <summary>
            Cached name for the 'SetHue' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.MethodName.OnToggle">
            <summary>
            Cached name for the 'OnToggle' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.MethodName.SetLabel">
            <summary>
            Cached name for the 'SetLabel' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.MethodName.UpdateShaderS">
            <summary>
            Cached name for the 'UpdateShaderS' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.PropertyName.IsDescending">
            <summary>
            Cached name for the 'IsDescending' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.PropertyName._isDescending">
            <summary>
            Cached name for the '_isDescending' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.PropertyName._button">
            <summary>
            Cached name for the '_button' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.PropertyName._sortIcon">
            <summary>
            Cached name for the '_sortIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.PropertyName._selectionReticle">
            <summary>
            Cached name for the '_selectionReticle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NCardViewSortButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner">
            <summary>
            The beige banner which appears on many many screens. Choose a Card!
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.label">
            NOTE: This is set to public for modders as it's a common UI element.
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.ChangeText(System.String)">
            <summary>
            Call this when you want to change the text on an existing banner without animating the banner again.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.MethodName.OnWindowChange">
            <summary>
            Cached name for the 'OnWindowChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.MethodName.AnimateIn">
            <summary>
            Cached name for the 'AnimateIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.MethodName.AnimateOut">
            <summary>
            Cached name for the 'AnimateOut' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.MethodName.ChangeText">
            <summary>
            Cached name for the 'ChangeText' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.PropertyName.label">
            <summary>
            Cached name for the 'label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.PropertyName._labelTween">
            <summary>
            Cached name for the '_labelTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.PropertyName._showPos">
            <summary>
            Cached name for the '_showPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.PropertyName._hidePos">
            <summary>
            Cached name for the '_hidePos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.PropertyName._imgOffset">
            <summary>
            Cached name for the '_imgOffset' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NCommonBanner.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton">
            <summary>
            Confirm Button used in various places to confirm choices, embark on a run, etc.
            Very useful but not as cool as Back Button but that's life.
            Use the ButtonReleased Action to handle events.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.OnEnable">
            <summary>
            Call when we want this button to animate in.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.OnDisable">
            <summary>
            Call when we want this button to hide this button (Disables clickability/hotkeys)
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.MethodName.OnWindowChange">
            <summary>
            Cached name for the 'OnWindowChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.MethodName.OverrideHotkeys">
            <summary>
            Cached name for the 'OverrideHotkeys' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.PropertyName._outline">
            <summary>
            Cached name for the '_outline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.PropertyName._buttonImage">
            <summary>
            Cached name for the '_buttonImage' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.PropertyName._defaultOutlineColor">
            <summary>
            Cached name for the '_defaultOutlineColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.PropertyName._hoveredOutlineColor">
            <summary>
            Cached name for the '_hoveredOutlineColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.PropertyName._downColor">
            <summary>
            Cached name for the '_downColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.PropertyName._outlineColor">
            <summary>
            Cached name for the '_outlineColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.PropertyName._outlineTransparentColor">
            <summary>
            Cached name for the '_outlineTransparentColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.PropertyName._viewport">
            <summary>
            Cached name for the '_viewport' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.PropertyName._hotkeys">
            <summary>
            Cached name for the '_hotkeys' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.PropertyName._posOffset">
            <summary>
            Cached name for the '_posOffset' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.PropertyName._showPos">
            <summary>
            Cached name for the '_showPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.PropertyName._hidePos">
            <summary>
            Cached name for the '_hidePos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.PropertyName._moveTween">
            <summary>
            Cached name for the '_moveTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NConfirmButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager._offscreenPos">
            <summary>
            The position we warp the mouse to when we switch to controller mode. This is so it no
            longer hovers over the last control it ws positioned at
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager._lastMousePosition">
            <summary>
            Used to reset the mouse position to the last place it was before we swapped to controller mode
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager._skipMouseCheckFrames">
            <summary>
            Number of frames to ignore mouse motion events after warping the cursor offscreen.
            WarpMouse generates a synthetic InputEventMouseMotion (via OS event queue, arriving next
            frame) that would otherwise immediately flip us back to mouse mode.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.WarpDisplacementThresholdSq">
            <summary>
            Minimum relative displacement (squared) to consider a mouse motion event as a warp artifact
            rather than real user input. No human mouse movement covers 500+ pixels in a single frame.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.ControllerTypeChangedEventHandler">
            <summary>
            Fires when we detect that the controller type has changed (ie xbox to ps4).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.CheckForMouseInput(Godot.InputEvent)">
            <summary>
            Checks if the input event is from a mouse and notifies the ui that we are now using mouse input
            </summary>
            <param name="inputEvent"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.CheckForControllerInput(Godot.InputEvent)">
            <summary>
            Checks if the input event is from a controller and notifies the ui that we are now using controller input
            </summary>
            <param name="inputEvent"></param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.MethodName.OnControllerTypeChanged">
            <summary>
            Cached name for the 'OnControllerTypeChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.MethodName.CheckForMouseInput">
            <summary>
            Cached name for the 'CheckForMouseInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.MethodName.CheckForControllerInput">
            <summary>
            Cached name for the 'CheckForControllerInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.MethodName.ControlModeChanged">
            <summary>
            Cached name for the 'ControlModeChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.MethodName.OnScreenContextChanged">
            <summary>
            Cached name for the 'OnScreenContextChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.MethodName.GetHotkeyIcon">
            <summary>
            Cached name for the 'GetHotkeyIcon' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.PropertyName.ShouldAllowControllerRebinding">
            <summary>
            Cached name for the 'ShouldAllowControllerRebinding' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.PropertyName.IsUsingController">
            <summary>
            Cached name for the 'IsUsingController' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.PropertyName.ControllerMappingType">
            <summary>
            Cached name for the 'ControllerMappingType' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.PropertyName._lastMousePosition">
            <summary>
            Cached name for the '_lastMousePosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.PropertyName._skipMouseCheckFrames">
            <summary>
            Cached name for the '_skipMouseCheckFrames' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.PropertyName._notifyTween">
            <summary>
            Cached name for the '_notifyTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.SignalName.ControllerDetected">
            <summary>
            Cached name for the 'ControllerDetected' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.SignalName.MouseDetected">
            <summary>
            Cached name for the 'MouseDetected' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.SignalName.ControllerTypeChanged">
            <summary>
            Cached name for the 'ControllerTypeChanged' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.ControllerDetected">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.ControllerDetectedEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.MouseDetected">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.MouseDetectedEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.ControllerTypeChanged">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.ControllerTypeChangedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NControllerManager.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager">
            <summary>
            Manages the local mouse cursor image and hotspot.
            Note: You'll see that Image is used all over this class instead of Texture2D. For some reason it's massively faster
            to use Image rather than Texture2D, so please keep it that way.
            Cursor images are exported scene dependencies to ensure they're loaded with the scene and won't be disposed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.SetCursorShown(System.Boolean)">
            <summary>
            Call this when you want to show or hide the cursor.
            Note that if the player is using a controller, the cursor will remain hidden even if show is true.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.MethodName.StopOverridingCursor">
            <summary>
            Cached name for the 'StopOverridingCursor' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.MethodName.OverrideCursor">
            <summary>
            Cached name for the 'OverrideCursor' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.MethodName.UpdateCursor">
            <summary>
            Cached name for the 'UpdateCursor' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.MethodName.SetIsUsingController">
            <summary>
            Cached name for the 'SetIsUsingController' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.MethodName.SetCursorShown">
            <summary>
            Cached name for the 'SetCursorShown' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.MethodName.RefreshCursorShown">
            <summary>
            Cached name for the 'RefreshCursorShown' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.PropertyName.CursorTilted">
            <summary>
            Cached name for the 'CursorTilted' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.PropertyName.CursorNotTilted">
            <summary>
            Cached name for the 'CursorNotTilted' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.PropertyName.HotSpot">
            <summary>
            Cached name for the 'HotSpot' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.PropertyName._cursorTilted">
            <summary>
            Cached name for the '_cursorTilted' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.PropertyName._cursorNotTilted">
            <summary>
            Cached name for the '_cursorNotTilted' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.PropertyName._cursorInspect">
            <summary>
            Cached name for the '_cursorInspect' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.PropertyName._overriddenCursorTilted">
            <summary>
            Cached name for the '_overriddenCursorTilted' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.PropertyName._overriddenCursorNotTilted">
            <summary>
            Cached name for the '_overriddenCursorNotTilted' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.PropertyName._lastSetCursor">
            <summary>
            Cached name for the '_lastSetCursor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.PropertyName._isDown">
            <summary>
            Cached name for the '_isDown' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.PropertyName._isUsingController">
            <summary>
            Cached name for the '_isUsingController' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.PropertyName._shouldShowCursor">
            <summary>
            Cached name for the '_shouldShowCursor' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NCursorManager.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup">
            <summary>
            The disconnection confirmation popup to prevent the player from accidentally leaving a run in progress.
            Renders above the capstone screens (above top bar).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.MethodName.OnYesButtonPressed">
            <summary>
            Cached name for the 'OnYesButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.MethodName.OnNoButtonPressed">
            <summary>
            Cached name for the 'OnNoButtonPressed' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.PropertyName._header">
            <summary>
            Cached name for the '_header' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.PropertyName._description">
            <summary>
            Cached name for the '_description' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.PropertyName._noButton">
            <summary>
            Cached name for the '_noButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.PropertyName._yesButton">
            <summary>
            Cached name for the '_yesButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.PropertyName._mainMenuNode">
            <summary>
            Cached name for the '_mainMenuNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.PropertyName._verticalPopup">
            <summary>
            Cached name for the '_verticalPopup' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NDisconnectConfirmPopup.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer">
            <summary>
            Special component used for creating dropdown containers dynamically. Supports scrolling
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.RefreshLayout">
            <summary>
            This is where called whenever this container's layout is modified.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.UpdateScrollbar">
            <summary>
            Gets the current content's position and remap + clamps it to position the train so they're in sync.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.UpdatePositionBasedOnTrain(System.Single)">
            <summary>
            Given the train's progress from 0 - 1f, sets the targetDragPosition to match
            so the positions are in sync.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.ProcessMouseEvent(Godot.InputEvent)">
            <summary>
            Detects mouse click up/down and updates our scroll target accordingly
            </summary>
            <param name="inputEvent"></param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.MethodName.OnVisibilityChange">
            <summary>
            Cached name for the 'OnVisibilityChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.MethodName.RefreshLayout">
            <summary>
            Cached name for the 'RefreshLayout' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.MethodName.IsScrollbarNeeded">
            <summary>
            Cached name for the 'IsScrollbarNeeded' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.MethodName.ProcessGuiFocus">
            <summary>
            Cached name for the 'ProcessGuiFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.MethodName.UpdateScrollPosition">
            <summary>
            Cached name for the 'UpdateScrollPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.MethodName.UpdateScrollbar">
            <summary>
            Cached name for the 'UpdateScrollbar' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.MethodName.UpdatePositionBasedOnTrain">
            <summary>
            Cached name for the 'UpdatePositionBasedOnTrain' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.MethodName._GuiInput">
            <summary>
            Cached name for the '_GuiInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.MethodName.ProcessMouseEvent">
            <summary>
            Cached name for the 'ProcessMouseEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.MethodName.ProcessScrollEvent">
            <summary>
            Cached name for the 'ProcessScrollEvent' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.PropertyName._scrollbar">
            <summary>
            Cached name for the '_scrollbar' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.PropertyName._scrollbarTrain">
            <summary>
            Cached name for the '_scrollbarTrain' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.PropertyName._dropdownItems">
            <summary>
            Cached name for the '_dropdownItems' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.PropertyName._maxHeight">
            <summary>
            Cached name for the '_maxHeight' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.PropertyName._contentHeight">
            <summary>
            Cached name for the '_contentHeight' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.PropertyName._startDragPos">
            <summary>
            Cached name for the '_startDragPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.PropertyName._targetDragPos">
            <summary>
            Cached name for the '_targetDragPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.PropertyName._scrollLimitBottom">
            <summary>
            Cached name for the '_scrollLimitBottom' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.PropertyName._isDragging">
            <summary>
            Cached name for the '_isDragging' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem">
            <summary>
            Represents a single item within a DropdownList.
            Must be extended, see NLanguageDropdownItem for an example.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.UnhoverSelection">
            <summary>
            Helper class to access protected method OnUnhover()
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.MethodName.UnhoverSelection">
            <summary>
            Cached name for the 'UnhoverSelection' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.PropertyName.Text">
            <summary>
            Cached name for the 'Text' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.PropertyName._highlight">
            <summary>
            Cached name for the '_highlight' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.PropertyName._richLabel">
            <summary>
            Cached name for the '_richLabel' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.SignalName.Selected">
            <summary>
            Cached name for the 'Selected' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.Selected">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.SelectedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownItem.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar">
            <summary>
            A custom scrollbar component made especially for NDropdownContainer
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.MethodName.RefreshTrainBounds">
            <summary>
            Cached name for the 'RefreshTrainBounds' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.MethodName.OnShow">
            <summary>
            Cached name for the 'OnShow' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.MethodName._GuiInput">
            <summary>
            Cached name for the '_GuiInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.MethodName.ClampTrain">
            <summary>
            Cached name for the 'ClampTrain' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.MethodName.SetTrainPositionFromPercentage">
            <summary>
            Cached name for the 'SetTrainPositionFromPercentage' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.PropertyName._dropdownContainer">
            <summary>
            Cached name for the '_dropdownContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.PropertyName._train">
            <summary>
            Cached name for the '_train' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.PropertyName.hasControl">
            <summary>
            Cached name for the 'hasControl' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.PropertyName._startDragPos">
            <summary>
            Cached name for the '_startDragPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.PropertyName._targetDragPos">
            <summary>
            Cached name for the '_targetDragPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.PropertyName._scrollLimitTop">
            <summary>
            Cached name for the '_scrollLimitTop' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.PropertyName._scrollLimitBottom">
            <summary>
            Cached name for the '_scrollLimitBottom' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NDropdownScrollbar.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup">
            <summary>
            A popup to let the player know a terrible bug has occurred, and to upload a bug report.
            The wording should be changed before we release.
            Renders above the capstone screens (above top bar).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.Create(System.String,System.String,System.Boolean)">
            <summary>
            Creates an error popup with hardcoded English text (bypassing localization).
            Use this when localization may be broken (e.g., showing localization errors).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.MethodName.OnOkButtonPressed">
            <summary>
            Cached name for the 'OnOkButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.MethodName.OnCancelButtonPressed">
            <summary>
            Cached name for the 'OnCancelButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.MethodName.OnReportBugButtonPressed">
            <summary>
            Cached name for the 'OnReportBugButtonPressed' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.PropertyName._verticalPopup">
            <summary>
            Cached name for the '_verticalPopup' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.PropertyName._title">
            <summary>
            Cached name for the '_title' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.PropertyName._body">
            <summary>
            Cached name for the '_body' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.PropertyName._showReportBugButton">
            <summary>
            Cached name for the '_showReportBugButton' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NErrorPopup.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi">
            <summary>
            Container for run-level global UI elements.
            Also adjusts the Window size to meet aspect ratio requirements
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.MethodName.OnWindowChange">
            <summary>
            Cached name for the 'OnWindowChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.MethodName.ReparentCard">
            <summary>
            Cached name for the 'ReparentCard' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.PropertyName.TopBar">
            <summary>
            Cached name for the 'TopBar' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.PropertyName.Overlays">
            <summary>
            Cached name for the 'Overlays' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.PropertyName.CapstoneContainer">
            <summary>
            Cached name for the 'CapstoneContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.PropertyName.RelicInventory">
            <summary>
            Cached name for the 'RelicInventory' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.PropertyName.EventCardPreviewContainer">
            <summary>
            Cached name for the 'EventCardPreviewContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.PropertyName.CardPreviewContainer">
            <summary>
            Cached name for the 'CardPreviewContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.PropertyName.MessyCardPreviewContainer">
            <summary>
            Cached name for the 'MessyCardPreviewContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.PropertyName.GridCardPreviewContainer">
            <summary>
            Cached name for the 'GridCardPreviewContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.PropertyName.AboveTopBarVfxContainer">
            <summary>
            Cached name for the 'AboveTopBarVfxContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.PropertyName.MapScreen">
            <summary>
            Cached name for the 'MapScreen' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.PropertyName.MultiplayerPlayerContainer">
            <summary>
            Cached name for the 'MultiplayerPlayerContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.PropertyName.TimeoutOverlay">
            <summary>
            Cached name for the 'TimeoutOverlay' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.PropertyName.SubmenuStack">
            <summary>
            Cached name for the 'SubmenuStack' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.PropertyName.TargetManager">
            <summary>
            Cached name for the 'TargetManager' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.PropertyName._window">
            <summary>
            Cached name for the '_window' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NGlobalUi.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton">
            <summary>
            Arrow buttons are used for toggling left and right on several screens. The Man. The Myth. The Legend.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.MethodName.UpdateShaderParam">
            <summary>
            Cached name for the 'UpdateShaderParam' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.PropertyName._animTween">
            <summary>
            Cached name for the '_animTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.PropertyName._valueDefault">
            <summary>
            Cached name for the '_valueDefault' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.PropertyName._valueHovered">
            <summary>
            Cached name for the '_valueHovered' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.PropertyName._hoverScale">
            <summary>
            Cached name for the '_hoverScale' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NGoldArrowButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGridCardPreviewContainer.ForceMaxColumnsUntilEmpty(System.Int32)">
            <summary>
            Enforces a max column count on the grid container.
            Call this before adding elements to the container. Once all cards added have disappeared, the count will reset.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NGridCardPreviewContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGridCardPreviewContainer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGridCardPreviewContainer.MethodName.ForceMaxColumnsUntilEmpty">
            <summary>
            Cached name for the 'ForceMaxColumnsUntilEmpty' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGridCardPreviewContainer.MethodName.ReformatElements">
            <summary>
            Cached name for the 'ReformatElements' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NGridCardPreviewContainer.MethodName.CheckAnyChildrenPresent">
            <summary>
            Cached name for the 'CheckAnyChildrenPresent' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGridCardPreviewContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGridCardPreviewContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGridCardPreviewContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NGridCardPreviewContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGridCardPreviewContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NGridCardPreviewContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NGridCardPreviewContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NHotkeyManager">
            <summary>
            Class that manages Hotkeys/shortcuts for various buttons and UI in the game.
            Manages which buttons get priority if multiple of them share the same Hotkey
            (typically the last one added gets priority)
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NHotkeyManager.AddBlockingScreen(Godot.Node)">
            <summary>
            we want to block all previous hotkeys while this screen is open
            New hotkeys can be added on top though.
            ex: we don't want to be able to hotkey to view our draw pile if the pause menu is open
            </summary>
            <param name="screen">Screen that is block all previous hotkey input</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NHotkeyManager.RemoveBlockingScreen(Godot.Node)">
            <summary>
            Removes the all hotkey blockers related to a screen.
            </summary>
            <param name="screen">Screen that want to remove the hotkey blockage from</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NHotkeyManager.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NHotkeyManager.MethodName.AddBlockingScreen">
            <summary>
            Cached name for the 'AddBlockingScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NHotkeyManager.MethodName.RemoveBlockingScreen">
            <summary>
            Cached name for the 'RemoveBlockingScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NHotkeyManager.MethodName._UnhandledInput">
            <summary>
            Cached name for the '_UnhandledInput' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NHotkeyManager.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NHotkeyManager.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NHotkeyManager.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NHotkeyManager.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NHotkeyManager.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NHotkeyManager.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NHotkeyManager.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager">
            <summary>
            Listens for keyboard and controller inputs, and map them into input events that the UX
            can listen for (for navigation or hotkeys)
            That map can be edited to rebind different keyboard/controller inputs to different UX events
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.MethodName._UnhandledKeyInput">
            <summary>
            Cached name for the '_UnhandledKeyInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.MethodName.ProcessDebugKeyInput">
            <summary>
            Cached name for the 'ProcessDebugKeyInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.MethodName.ProcessShortcutKeyInput">
            <summary>
            Cached name for the 'ProcessShortcutKeyInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.MethodName._UnhandledInput">
            <summary>
            Cached name for the '_UnhandledInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.MethodName.GetShortcutKey">
            <summary>
            Cached name for the 'GetShortcutKey' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.MethodName.GetHotkeyIcon">
            <summary>
            Cached name for the 'GetHotkeyIcon' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.MethodName.ModifyShortcutKey">
            <summary>
            Cached name for the 'ModifyShortcutKey' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.MethodName.ModifyControllerButton">
            <summary>
            Cached name for the 'ModifyControllerButton' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.MethodName.ResetToDefaults">
            <summary>
            Cached name for the 'ResetToDefaults' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.MethodName.OnControllerTypeChanged">
            <summary>
            Cached name for the 'OnControllerTypeChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.MethodName.SaveControllerInputMapping">
            <summary>
            Cached name for the 'SaveControllerInputMapping' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.MethodName.SaveKeyboardInputMapping">
            <summary>
            Cached name for the 'SaveKeyboardInputMapping' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.PropertyName.ControllerManager">
            <summary>
            Cached name for the 'ControllerManager' property.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.SignalName.InputRebound">
            <summary>
            Cached name for the 'InputRebound' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.InputRebound">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.InputReboundEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NInputManager.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NLoadingOverlay.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NLoadingOverlay.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NLoadingOverlay.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NLoadingOverlay.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NLoadingOverlay.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NLoadingOverlay.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NLoadingOverlay.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NLoadingOverlay.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NLoadingOverlay.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NMessyCardPreviewContainer">
            <summary>
            A card preview container intended to be used when lots and lots of cards are previewed and the player isn't
            meant to be able to parse every single card. Example usage in the Reflections event
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NMessyCardPreviewContainer.PoissonDiscSampler.GridPos">
            Helper struct to calculate the x and y indices of a sample in the grid
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMessyCardPreviewContainer.PoissonDiscSampler.#ctor(System.Single,System.Single,System.Single)">
             Create a sampler with the following parameters:
            
             width:  each sample's x coordinate will be between [0, width]
             height: each sample's y coordinate will be between [0, height]
             radius: each sample will be at least `radius` units away from any other sample, and at most 2 * `radius`.
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMessyCardPreviewContainer.PoissonDiscSampler.Samples">
            Return a lazy sequence of samples.
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMessyCardPreviewContainer.PoissonDiscSampler.AddSample(Godot.Vector2)">
            Adds the sample to the active samples queue and the grid before returning it
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NMessyCardPreviewContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NMessyCardPreviewContainer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NMessyCardPreviewContainer.MethodName.PositionNewChild">
            <summary>
            Cached name for the 'PositionNewChild' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NMessyCardPreviewContainer.MethodName.ResetSamples">
            <summary>
            Cached name for the 'ResetSamples' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMessyCardPreviewContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMessyCardPreviewContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMessyCardPreviewContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NMessyCardPreviewContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NMessyCardPreviewContainer.PropertyName._resetNewCardTimer">
            <summary>
            Cached name for the '_resetNewCardTimer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NMessyCardPreviewContainer.PropertyName._currentMaxPosition">
            <summary>
            Cached name for the '_currentMaxPosition' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMessyCardPreviewContainer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMessyCardPreviewContainer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMessyCardPreviewContainer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMessyCardPreviewContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMessyCardPreviewContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NMessyCardPreviewContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton">
            <summary>
            Confirm Button used in various places to confirm choices, embark on a run, etc.
            Very useful but not as cool as Back Button but that's life.
            Use the ButtonReleased signal to handle events.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.OnEnable">
            <summary>
            Call when we want this button to animate in.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.OnDisable">
            <summary>
            Call when we want this button to hide this button (Disables clickability/hotkeys)
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.MethodName.OnWindowChange">
            <summary>
            Cached name for the 'OnWindowChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.PropertyName._buttonImage">
            <summary>
            Cached name for the '_buttonImage' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.PropertyName._downColor">
            <summary>
            Cached name for the '_downColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.PropertyName._showPos">
            <summary>
            Cached name for the '_showPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.PropertyName._hidePos">
            <summary>
            Cached name for the '_hidePos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.PropertyName._moveTween">
            <summary>
            Cached name for the '_moveTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NMiscConfirmButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NModalContainer">
            <summary>
            Container for Modal Windows (Confirmation screens, FTUEs, etc). This is rendered above most UI!
            There can never be two modals active at once. If so, Casey has failed in the UI department.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NModalContainer.Add(Godot.Node,System.Boolean)">
            <summary>
            Used when we create a FTUE or modal popup. We add it to our ModalContainer!
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NModalContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NModalContainer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NModalContainer.MethodName.Add">
            <summary>
            Cached name for the 'Add' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NModalContainer.MethodName.Clear">
            <summary>
            Cached name for the 'Clear' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NModalContainer.MethodName.ShowBackstop">
            <summary>
            Cached name for the 'ShowBackstop' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NModalContainer.MethodName.HideBackstop">
            <summary>
            Cached name for the 'HideBackstop' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NModalContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NModalContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NModalContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NModalContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NModalContainer.PropertyName._backstop">
            <summary>
            Cached name for the '_backstop' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NModalContainer.PropertyName._backstopTween">
            <summary>
            Cached name for the '_backstopTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NModalContainer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NModalContainer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NModalContainer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NModalContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NModalContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NModalContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMultiplayerVoteContainer.RefreshPlayerVotes(System.Boolean)">
            <summary>
            Updates the player votes, animating them in or out based on their presence as reported by _playerVotedDelegate.
            </summary>
            <param name="animate">Pass false to this to immediately update the container, instead of animating. This is
            useful when, for example, the turn begins and we don't want characters popping in or out.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMultiplayerVoteContainer.GetVoteIndex(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Returns the index at which player is shown in this map vote container.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMultiplayerVoteContainer.SetPlayerHighlighted(MegaCrit.Sts2.Core.Entities.Players.Player,System.Boolean)">
            <summary>
            Highlights the player within the container.
            Used during the map vote randomization animation to show which player is currently being picked.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMultiplayerVoteContainer.BouncePlayers">
            <summary>
            Bounces all players within the container.
            Used during the map vote randomization animation to show which map coordinate has been chosen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NMultiplayerVoteContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NMultiplayerVoteContainer.MethodName.RefreshPlayerVotes">
            <summary>
            Cached name for the 'RefreshPlayerVotes' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NMultiplayerVoteContainer.MethodName.BouncePlayers">
            <summary>
            Cached name for the 'BouncePlayers' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMultiplayerVoteContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMultiplayerVoteContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMultiplayerVoteContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NMultiplayerVoteContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMultiplayerVoteContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NMultiplayerVoteContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NMultiplayerVoteContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.IsYes">
            <summary>
            Whether this is the Yes or No option of the Pop up
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.MethodName.DisconnectHotkeys">
            <summary>
            Cached name for the 'DisconnectHotkeys' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.MethodName.SetText">
            <summary>
            Cached name for the 'SetText' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.MethodName.UpdateShaderS">
            <summary>
            Cached name for the 'UpdateShaderS' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.PropertyName.IsYes">
            <summary>
            Cached name for the 'IsYes' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.PropertyName._visuals">
            <summary>
            Cached name for the '_visuals' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.PropertyName._outline">
            <summary>
            Cached name for the '_outline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.PropertyName._baseS">
            <summary>
            Cached name for the '_baseS' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.PropertyName._baseV">
            <summary>
            Cached name for the '_baseV' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.PropertyName._outlineMaterial">
            <summary>
            Cached name for the '_outlineMaterial' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.PropertyName._isFocused">
            <summary>
            Cached name for the '_isFocused' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.PropertyName._isYes">
            <summary>
            Cached name for the '_isYes' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NPopupYesNoButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton">
            <summary>
            Proceed Button. The Man. The Myth. The Legend. A Button.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.OnEnable">
            <summary>
            Call when we want this button to animate in.
            We refresh a lot of values here as the screen may not have been disposed and we reuse the button.
            May need to separate this logic into a Refresh() call for organization.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.OnDisable">
            <summary>
            Call when we want this button to hide this button (Disables clickability/hotkeys)
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.MethodName.DebugToggleVisibility">
            <summary>
            Cached name for the 'DebugToggleVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.MethodName.SetPulseState">
            <summary>
            Cached name for the 'SetPulseState' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.MethodName.StartGlowTween">
            <summary>
            Cached name for the 'StartGlowTween' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.MethodName.StopGlowTween">
            <summary>
            Cached name for the 'StopGlowTween' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.MethodName.UpdateShaderS">
            <summary>
            Cached name for the 'UpdateShaderS' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.PropertyName.IsSkip">
            <summary>
            Cached name for the 'IsSkip' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.PropertyName.ShowPos">
            <summary>
            Cached name for the 'ShowPos' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.PropertyName.HidePos">
            <summary>
            Cached name for the 'HidePos' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.PropertyName._outline">
            <summary>
            Cached name for the '_outline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.PropertyName._buttonImage">
            <summary>
            Cached name for the '_buttonImage' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.PropertyName._viewport">
            <summary>
            Cached name for the '_viewport' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.PropertyName._defaultOutlineColor">
            <summary>
            Cached name for the '_defaultOutlineColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.PropertyName._hoveredOutlineColor">
            <summary>
            Cached name for the '_hoveredOutlineColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.PropertyName._downColor">
            <summary>
            Cached name for the '_downColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.PropertyName._outlineColor">
            <summary>
            Cached name for the '_outlineColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.PropertyName._outlineTransparentColor">
            <summary>
            Cached name for the '_outlineTransparentColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.PropertyName._animTween">
            <summary>
            Cached name for the '_animTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.PropertyName._glowTween">
            <summary>
            Cached name for the '_glowTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.PropertyName._elapsedTime">
            <summary>
            Cached name for the '_elapsedTime' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.PropertyName._shouldPulse">
            <summary>
            Cached name for the '_shouldPulse' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NProceedButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NSaveIndicator.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSaveIndicator.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSaveIndicator.MethodName.SavedGame">
            <summary>
            Cached name for the 'SavedGame' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSaveIndicator.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSaveIndicator.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSaveIndicator.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSaveIndicator.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSaveIndicator.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NSaveIndicator.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSaveIndicator.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSaveIndicator.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSaveIndicator.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSaveIndicator.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSaveIndicator.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSaveIndicator.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NSaveIndicator.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NScrollbarTrain.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NScrollbarTrain.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NScrollbarTrain.MethodName.OnMouseEntered">
            <summary>
            Cached name for the 'OnMouseEntered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NScrollbarTrain.MethodName.OnMouseExited">
            <summary>
            Cached name for the 'OnMouseExited' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NScrollbarTrain.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NScrollbarTrain.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NScrollbarTrain.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NScrollbarTrain.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NScrollbarTrain.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NScrollbarTrain.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NScrollbarTrain.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NScrollbarTrain.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NScrollbarTrain.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NScrollbarTrain.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NScrollbarTrain.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.NonSpaceWhitespaceCharacters">
            <remarks>
            Pattern:<br/>
            <code>[\\t\\r\\n]</code><br/>
            Explanation:<br/>
            <code>
            ○ Match a character in the set [\t\n\r].<br/>
            </code>
            </remarks>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.ConsecutiveSpaces">
            <remarks>
            Pattern:<br/>
            <code>\\s{2,}</code><br/>
            Explanation:<br/>
            <code>
            ○ Match a whitespace character atomically at least twice.<br/>
            </code>
            </remarks>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.HtmlTags">
            <remarks>
            Pattern:<br/>
            <code>&lt;.*?&gt;</code><br/>
            Explanation:<br/>
            <code>
            ○ Match '&lt;'.<br/>
            ○ Match a character other than '\n' lazily any number of times.<br/>
            ○ Match '&gt;'.<br/>
            </code>
            </remarks>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.MethodName.TextUpdated">
            <summary>
            Cached name for the 'TextUpdated' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.MethodName.TextSubmitted">
            <summary>
            Cached name for the 'TextSubmitted' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.MethodName.ClearText">
            <summary>
            Cached name for the 'ClearText' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.MethodName.Normalize">
            <summary>
            Cached name for the 'Normalize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.MethodName.RemoveHtmlTags">
            <summary>
            Cached name for the 'RemoveHtmlTags' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.PropertyName.Text">
            <summary>
            Cached name for the 'Text' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.PropertyName.TextArea">
            <summary>
            Cached name for the 'TextArea' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.PropertyName._textArea">
            <summary>
            Cached name for the '_textArea' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.PropertyName._clearButton">
            <summary>
            Cached name for the '_clearButton' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.SignalName.QueryChanged">
            <summary>
            Cached name for the 'QueryChanged' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.SignalName.QuerySubmitted">
            <summary>
            Cached name for the 'QuerySubmitted' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.QueryChanged">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.QueryChangedEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.QuerySubmitted">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.QuerySubmittedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSearchBar.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NSettingsScreenPopup">
            <summary>
            A popup ui/modal which is used for the Reset Tutorials confirmation
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NSettingsScreenPopup.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSettingsScreenPopup.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSettingsScreenPopup.MethodName.OnYesButtonPressed">
            <summary>
            Cached name for the 'OnYesButtonPressed' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSettingsScreenPopup.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSettingsScreenPopup.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSettingsScreenPopup.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NSettingsScreenPopup.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSettingsScreenPopup.PropertyName.VerticalPopup">
            <summary>
            Cached name for the 'VerticalPopup' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSettingsScreenPopup.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NSettingsScreenPopup.PropertyName._backstop">
            <summary>
            Cached name for the '_backstop' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSettingsScreenPopup.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSettingsScreenPopup.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSettingsScreenPopup.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSettingsScreenPopup.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NSettingsScreenPopup.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NSettingsScreenPopup.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox">
            <summary>
            Base class for tickboxes. Override me!
            Note that the hitbox for this Tickbox is its PARENT node, not this node.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.MethodName.OnUntick">
            <summary>
            Cached name for the 'OnUntick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.MethodName.OnTick">
            <summary>
            Cached name for the 'OnTick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.PropertyName.IsTicked">
            <summary>
            Cached name for the 'IsTicked' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.PropertyName._isTicked">
            <summary>
            Cached name for the '_isTicked' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.PropertyName._imageContainer">
            <summary>
            Cached name for the '_imageContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.PropertyName._tickedImage">
            <summary>
            Cached name for the '_tickedImage' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.PropertyName._notTickedImage">
            <summary>
            Cached name for the '_notTickedImage' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.PropertyName._baseScale">
            <summary>
            Cached name for the '_baseScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.PropertyName._hoverScale">
            <summary>
            Cached name for the '_hoverScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.PropertyName._pressDownScale">
            <summary>
            Cached name for the '_pressDownScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.PropertyName._hoverV">
            <summary>
            Cached name for the '_hoverV' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.SignalName.Toggled">
            <summary>
            Cached name for the 'Toggled' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.Toggled">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.ToggledEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NTickbox.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar">
            <summary>
            A Node script which contains references to all systems which reside in the Top Bar, the bar at the top
            of the screen which displays gold, health, potions, and various buttons in the top right corner during a run.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.ActiveScreenProxy">
            <summary>
            A control node that will automatically try to refocus on the current ScreenContext's FocusedControlFromTopBar.
            Used by things like the nodes in see <see cref="T:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory"/> to dynamically controller navigate from the relic
            nodes back to the current active screen. Doing it this way circumvents us needing to call ActiveScreenContext.Update
            whenever we need update the top bar elements navigation back to the active screen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.MethodName.ToggleAnimState">
            <summary>
            Cached name for the 'ToggleAnimState' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.MethodName.DebugHideTopBar">
            <summary>
            Cached name for the 'DebugHideTopBar' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.MethodName.AnimHide">
            <summary>
            Cached name for the 'AnimHide' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.MethodName.AnimShow">
            <summary>
            Cached name for the 'AnimShow' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.MethodName.MaxPotionsChanged">
            <summary>
            Cached name for the 'MaxPotionsChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.MethodName.UpdateNavigation">
            <summary>
            Cached name for the 'UpdateNavigation' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName.Map">
            <summary>
            Cached name for the 'Map' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName.Deck">
            <summary>
            Cached name for the 'Deck' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName.Pause">
            <summary>
            Cached name for the 'Pause' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName.PotionContainer">
            <summary>
            Cached name for the 'PotionContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName.RoomIcon">
            <summary>
            Cached name for the 'RoomIcon' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName.FloorIcon">
            <summary>
            Cached name for the 'FloorIcon' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName.BossIcon">
            <summary>
            Cached name for the 'BossIcon' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName.Gold">
            <summary>
            Cached name for the 'Gold' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName.Hp">
            <summary>
            Cached name for the 'Hp' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName.Portrait">
            <summary>
            Cached name for the 'Portrait' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName.PortraitTip">
            <summary>
            Cached name for the 'PortraitTip' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName.Timer">
            <summary>
            Cached name for the 'Timer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName.TrailContainer">
            <summary>
            Cached name for the 'TrailContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName.ActiveScreenProxy">
            <summary>
            Cached name for the 'ActiveScreenProxy' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName._capstoneContainer">
            <summary>
            Cached name for the '_capstoneContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName._modifiersContainer">
            <summary>
            Cached name for the '_modifiersContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName._achievementLock">
            <summary>
            Cached name for the '_achievementLock' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName._ascensionIcon">
            <summary>
            Cached name for the '_ascensionIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName._ascensionLabel">
            <summary>
            Cached name for the '_ascensionLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName._ascensionHsv">
            <summary>
            Cached name for the '_ascensionHsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName._hideTween">
            <summary>
            Cached name for the '_hideTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.PropertyName._isDebugHidden">
            <summary>
            Cached name for the '_isDebugHidden' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NTopBar.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup">
            <summary>
            A popup ui/modal which has a Yes and No button.
            Used for important popups like Abandon Run confirmation and the "Enable Tutorials?" popup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.EnsureNodesAreSet">
            <summary>
            This is to ensure that the node parameters are set. We have to do this because
            AddChildSafely may defer the call to add child (and thus defer the _Ready), and
            can lead to timing issues in NGenericPopup where we try to SetText before the label
            parameters have been set. While this is a vulnerability that can techinically happen
            for any node added via AddChildSafely, I think we are seeing a particularly high
            number of errors here because the vertical popup is bieng created at the start of the game
            for a startup errors.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.SetText(System.String,System.String)">
            <summary>
            Sets the popup text using raw strings instead of localization.
            Use this when localization may be broken (e.g., showing localization errors).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.InitYesButton(MegaCrit.Sts2.Core.Localization.LocString,System.Action{MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton})">
            <summary>
            Initializes the yes button.
            If this is not called, then the yes button is hidden.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.MethodName.EnsureNodesAreSet">
            <summary>
            Cached name for the 'EnsureNodesAreSet' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.MethodName.SetText">
            <summary>
            Cached name for the 'SetText' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.MethodName.Close">
            <summary>
            Cached name for the 'Close' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.MethodName.HideNoButton">
            <summary>
            Cached name for the 'HideNoButton' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.MethodName.DisconnectSignals">
            <summary>
            Cached name for the 'DisconnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.MethodName.DisconnectHotkeys">
            <summary>
            Cached name for the 'DisconnectHotkeys' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.PropertyName.TitleLabel">
            <summary>
            Cached name for the 'TitleLabel' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.PropertyName.BodyLabel">
            <summary>
            Cached name for the 'BodyLabel' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.PropertyName.YesButton">
            <summary>
            Cached name for the 'YesButton' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.PropertyName.NoButton">
            <summary>
            Cached name for the 'NoButton' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.PropertyName._nodesAreSet">
            <summary>
            Cached name for the '_nodesAreSet' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.CommonUi.NVerticalPopup.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.MethodName.AddGame">
            <summary>
            Cached name for the 'AddGame' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.MethodName.HostButtonPressed">
            <summary>
            Cached name for the 'HostButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.MethodName.SteamHostButtonPressed">
            <summary>
            Cached name for the 'SteamHostButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.MethodName.JoinButtonPressed">
            <summary>
            Cached name for the 'JoinButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.MethodName.ReadyButtonPressed">
            <summary>
            Cached name for the 'ReadyButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.MethodName.Disconnect">
            <summary>
            Cached name for the 'Disconnect' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.MethodName.AfterMultiplayerStarted">
            <summary>
            Cached name for the 'AfterMultiplayerStarted' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.MethodName.ChooseReplayToLoad">
            <summary>
            Cached name for the 'ChooseReplayToLoad' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.MethodName.LoadReplay">
            <summary>
            Cached name for the 'LoadReplay' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.MethodName.AscensionChanged">
            <summary>
            Cached name for the 'AscensionChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.MethodName.SeedChanged">
            <summary>
            Cached name for the 'SeedChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.MethodName.ModifiersChanged">
            <summary>
            Cached name for the 'ModifiersChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.MethodName.MaxAscensionChanged">
            <summary>
            Cached name for the 'MaxAscensionChanged' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.PropertyName._ipField">
            <summary>
            Cached name for the '_ipField' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.PropertyName._idField">
            <summary>
            Cached name for the '_idField' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.PropertyName._readyButton">
            <summary>
            Cached name for the '_readyButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.PropertyName._readyIndicator">
            <summary>
            Cached name for the '_readyIndicator' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.PropertyName._loadingPanel">
            <summary>
            Cached name for the '_loadingPanel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.PropertyName._characterPaginator">
            <summary>
            Cached name for the '_characterPaginator' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.PropertyName._game">
            <summary>
            Cached name for the '_game' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.PropertyName._ignoreReplayModelIdHash">
            <summary>
            Cached name for the '_ignoreReplayModelIdHash' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.PropertyName._beginningRun">
            <summary>
            Cached name for the '_beginningRun' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTest.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTestCharacterPaginator.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTestCharacterPaginator.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTestCharacterPaginator.MethodName.OnIndexChanged">
            <summary>
            Cached name for the 'OnIndexChanged' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTestCharacterPaginator.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTestCharacterPaginator.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTestCharacterPaginator.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTestCharacterPaginator.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTestCharacterPaginator.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTestCharacterPaginator.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.Multiplayer.NMultiplayerTestCharacterPaginator.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.NDebugAspectRatio.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDebugAspectRatio.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDebugAspectRatio.MethodName.OnWindowChange">
            <summary>
            Cached name for the 'OnWindowChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDebugAspectRatio.MethodName.ScaleBgIfNarrow">
            <summary>
            Cached name for the 'ScaleBgIfNarrow' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDebugAspectRatio.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDebugAspectRatio.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDebugAspectRatio.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.NDebugAspectRatio.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDebugAspectRatio.PropertyName._window">
            <summary>
            Cached name for the '_window' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDebugAspectRatio.PropertyName._infoLabel">
            <summary>
            Cached name for the '_infoLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDebugAspectRatio.PropertyName._bg">
            <summary>
            Cached name for the '_bg' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDebugAspectRatio.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDebugAspectRatio.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDebugAspectRatio.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDebugAspectRatio.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDebugAspectRatio.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.NDebugAspectRatio.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager">
            <summary>
            Manages label displays for debug info both in main menu and in run.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.MethodName.UpdateText">
            <summary>
            Cached name for the 'UpdateText' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.MethodName.OnModdedWarningHovered">
            <summary>
            Cached name for the 'OnModdedWarningHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.MethodName.OnModdedWarningUnhovered">
            <summary>
            Cached name for the 'OnModdedWarningUnhovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.PropertyName.isMainMenu">
            <summary>
            Cached name for the 'isMainMenu' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.PropertyName._releaseInfo">
            <summary>
            Cached name for the '_releaseInfo' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.PropertyName._moddedWarning">
            <summary>
            Cached name for the '_moddedWarning' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.PropertyName._seed">
            <summary>
            Cached name for the '_seed' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.PropertyName._modWarningContainer">
            <summary>
            Cached name for the '_modWarningContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.PropertyName._modWarningLabel">
            <summary>
            Cached name for the '_modWarningLabel' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.NDebugInfoLabelManager.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.PrintUsage">
            <summary>
            Cached name for the 'PrintUsage' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.HandleReadlineKeybinding">
            <summary>
            Cached name for the 'HandleReadlineKeybinding' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.DeleteWordBackward">
            <summary>
            Cached name for the 'DeleteWordBackward' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.KillToEndOfLine">
            <summary>
            Cached name for the 'KillToEndOfLine' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.Yank">
            <summary>
            Cached name for the 'Yank' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.EnableTabBuffer">
            <summary>
            Cached name for the 'EnableTabBuffer' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.DisableTabBuffer">
            <summary>
            Cached name for the 'DisableTabBuffer' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.SetBackgroundColor">
            <summary>
            Cached name for the 'SetBackgroundColor' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.HideGhostText">
            <summary>
            Cached name for the 'HideGhostText' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.ShowGhostText">
            <summary>
            Cached name for the 'ShowGhostText' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.UpdateGhostText">
            <summary>
            Cached name for the 'UpdateGhostText' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.AutocompleteCommand">
            <summary>
            Cached name for the 'AutocompleteCommand' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.RenderSelectionMenu">
            <summary>
            Cached name for the 'RenderSelectionMenu' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.OnInputTextChanged">
            <summary>
            Cached name for the 'OnInputTextChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.ExitSelectionMode">
            <summary>
            Cached name for the 'ExitSelectionMode' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.NavigateSelection">
            <summary>
            Cached name for the 'NavigateSelection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.AcceptSelection">
            <summary>
            Cached name for the 'AcceptSelection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.ProcessCommand">
            <summary>
            Cached name for the 'ProcessCommand' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.ShowConsole">
            <summary>
            Cached name for the 'ShowConsole' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.HideConsole">
            <summary>
            Cached name for the 'HideConsole' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.MakeHalfScreen">
            <summary>
            Cached name for the 'MakeHalfScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.MakeFullScreen">
            <summary>
            Cached name for the 'MakeFullScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.OnToggleMaximizeButtonPressed">
            <summary>
            Cached name for the 'OnToggleMaximizeButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.MoveInputCursorToEndOfLine">
            <summary>
            Cached name for the 'MoveInputCursorToEndOfLine' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.UpdatePromptStyle">
            <summary>
            Cached name for the 'UpdatePromptStyle' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.MethodName.AddChildToTree">
            <summary>
            Cached name for the 'AddChildToTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.PropertyName._outputBuffer">
            <summary>
            Cached name for the '_outputBuffer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.PropertyName._tabBuffer">
            <summary>
            Cached name for the '_tabBuffer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.PropertyName._inputContainer">
            <summary>
            Cached name for the '_inputContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.PropertyName._inputBuffer">
            <summary>
            Cached name for the '_inputBuffer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.PropertyName._promptLabel">
            <summary>
            Cached name for the '_promptLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.PropertyName._ghostTextLabel">
            <summary>
            Cached name for the '_ghostTextLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.PropertyName._isFullscreen">
            <summary>
            Cached name for the '_isFullscreen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.PropertyName._yankBuffer">
            <summary>
            Cached name for the '_yankBuffer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.PropertyName._symbolPrompt">
            <summary>
            Cached name for the '_symbolPrompt' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.PropertyName._symbolWarning">
            <summary>
            Cached name for the '_symbolWarning' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.PropertyName._symbolUp">
            <summary>
            Cached name for the '_symbolUp' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.PropertyName._symbolDown">
            <summary>
            Cached name for the '_symbolDown' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.NDevConsole.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.MethodName.HandleMouseRelease">
            <summary>
            Cached name for the 'HandleMouseRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.MethodName._GuiInput">
            <summary>
            Cached name for the '_GuiInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.PropertyName._happy">
            <summary>
            Cached name for the '_happy' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.PropertyName._content">
            <summary>
            Cached name for the '_content' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.PropertyName._neutral">
            <summary>
            Cached name for the '_neutral' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.PropertyName._sad">
            <summary>
            Cached name for the '_sad' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.SignalName.MouseReleased">
            <summary>
            Cached name for the 'MouseReleased' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.MouseReleased">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.MouseReleasedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NFpsVisualizer.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.NParticleCounter.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NParticleCounter.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NParticleCounter.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NParticleCounter.MethodName.CheckForHotkey">
            <summary>
            Cached name for the 'CheckForHotkey' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NParticleCounter.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NParticleCounter.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NParticleCounter.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NParticleCounter.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.NParticleCounter.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NParticleCounter.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NParticleCounter.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NParticleCounter.PropertyName._secondsSinceLastUpdate">
            <summary>
            Cached name for the '_secondsSinceLastUpdate' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NParticleCounter.PropertyName._totalParticles">
            <summary>
            Cached name for the '_totalParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NParticleCounter.PropertyName._updateCount">
            <summary>
            Cached name for the '_updateCount' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NParticleCounter.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NParticleCounter.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NParticleCounter.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NParticleCounter.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NParticleCounter.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.NParticleCounter.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.NSceneBootstrapper">
            <summary>
            Helper class to quickly load screens of the game without having to go through the main menu.
            Can specify character, room type, and room details in the parameters you want to load into.
            And then start the scene scene_bootstrapper.tscn
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.NSceneBootstrapper.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NSceneBootstrapper.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NSceneBootstrapper.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NSceneBootstrapper.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NSceneBootstrapper.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.NSceneBootstrapper.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NSceneBootstrapper.PropertyName._openConsole">
            <summary>
            Cached name for the '_openConsole' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Debug.NSceneBootstrapper.PropertyName._game">
            <summary>
            Cached name for the '_game' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NSceneBootstrapper.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NSceneBootstrapper.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NSceneBootstrapper.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NSceneBootstrapper.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Debug.NSceneBootstrapper.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Debug.NSceneBootstrapper.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereCell.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereCell.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereCell.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereCell.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereCell.MethodName.OnEntityHighlightUpdated">
            <summary>
            Cached name for the 'OnEntityHighlightUpdated' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereCell.MethodName.EntityClicked">
            <summary>
            Cached name for the 'EntityClicked' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereCell.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereCell.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereCell.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereCell.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereCell.PropertyName._mask">
            <summary>
            Cached name for the '_mask' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereCell.PropertyName._hoveredFg">
            <summary>
            Cached name for the '_hoveredFg' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereCell.PropertyName._fadeTween">
            <summary>
            Cached name for the '_fadeTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereCell.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereCell.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereCell.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereCell.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereCell.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereCell.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereDialogue.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereDialogue.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereDialogue.MethodName.PlayStart">
            <summary>
            Cached name for the 'PlayStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereDialogue.MethodName.PlayBad">
            <summary>
            Cached name for the 'PlayBad' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereDialogue.MethodName.PlayGood">
            <summary>
            Cached name for the 'PlayGood' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereDialogue.MethodName.PlayEnd">
            <summary>
            Cached name for the 'PlayEnd' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereDialogue.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereDialogue.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereDialogue.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereDialogue.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereDialogue.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereDialogue.PropertyName._dialogueBox">
            <summary>
            Cached name for the '_dialogueBox' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereDialogue.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereDialogue.PropertyName._bubble">
            <summary>
            Cached name for the '_bubble' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereDialogue.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereDialogue.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereDialogue.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereDialogue.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereDialogue.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereDialogue.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereDialogue.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereItem.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereItem.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereItem.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereItem.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereItem.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereItem.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereItem.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereItem.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereItem.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereItem.PropertyName._material">
            <summary>
            Cached name for the '_material' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereItem.PropertyName._card">
            <summary>
            Cached name for the '_card' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereItem.PropertyName._cardFrame">
            <summary>
            Cached name for the '_cardFrame' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereItem.PropertyName._cardBanner">
            <summary>
            Cached name for the '_cardBanner' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereItem.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereItem.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereItem.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereItem.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereItem.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereItem.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereItem.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereMask">
            <summary>
            Node that manages the orb reveal shader for the Crystal Sphere event
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereMask.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereMask.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereMask.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereMask.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereMask.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereMask.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereMask.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereMask.PropertyName._material">
            <summary>
            Cached name for the '_material' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereMask.PropertyName._values">
            <summary>
            Cached name for the '_values' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereMask.PropertyName._time">
            <summary>
            Cached name for the '_time' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereMask.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereMask.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereMask.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereMask.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereMask.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereMask.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen">
            <summary>
            The UI node for the Crystal Sphere minigame.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.MethodName.SetBigDivination">
            <summary>
            Cached name for the 'SetBigDivination' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.MethodName.SetSmallDivination">
            <summary>
            Cached name for the 'SetSmallDivination' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.MethodName.OnHoverCell">
            <summary>
            Cached name for the 'OnHoverCell' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.MethodName.OnUnhoverCell">
            <summary>
            Cached name for the 'OnUnhoverCell' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.MethodName.UpdateDivinationsLeft">
            <summary>
            Cached name for the 'UpdateDivinationsLeft' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.MethodName.OnMinigameFinished">
            <summary>
            Cached name for the 'OnMinigameFinished' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.MethodName.OnProceedButtonPressed">
            <summary>
            Cached name for the 'OnProceedButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.MethodName.AfterOverlayOpened">
            <summary>
            Cached name for the 'AfterOverlayOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.MethodName.AfterOverlayClosed">
            <summary>
            Cached name for the 'AfterOverlayClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.MethodName.AfterOverlayShown">
            <summary>
            Cached name for the 'AfterOverlayShown' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.MethodName.AfterOverlayHidden">
            <summary>
            Cached name for the 'AfterOverlayHidden' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.PropertyName.ScreenType">
            <summary>
            Cached name for the 'ScreenType' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.PropertyName.UseSharedBackstop">
            <summary>
            Cached name for the 'UseSharedBackstop' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.PropertyName._itemsContainer">
            <summary>
            Cached name for the '_itemsContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.PropertyName._cellContainer">
            <summary>
            Cached name for the '_cellContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.PropertyName._bigDivinationButton">
            <summary>
            Cached name for the '_bigDivinationButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.PropertyName._smallDivinationButton">
            <summary>
            Cached name for the '_smallDivinationButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.PropertyName._divinationsLeftLabel">
            <summary>
            Cached name for the '_divinationsLeftLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.PropertyName._mask">
            <summary>
            Cached name for the '_mask' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.PropertyName._proceedButton">
            <summary>
            Cached name for the '_proceedButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.PropertyName._instructionsTitleLabel">
            <summary>
            Cached name for the '_instructionsTitleLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.PropertyName._instructionsDescriptionLabel">
            <summary>
            Cached name for the '_instructionsDescriptionLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.PropertyName._instructionsContainer">
            <summary>
            Cached name for the '_instructionsContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.PropertyName._dialogue">
            <summary>
            Cached name for the '_dialogue' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.PropertyName._fadeTween">
            <summary>
            Cached name for the '_fadeTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.Custom.CrystalSphere.NCrystalSphereScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.MethodName.ToggleMerchantTrack">
            <summary>
            Cached name for the 'ToggleMerchantTrack' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.MethodName.AfterRoomIsLoaded">
            <summary>
            Cached name for the 'AfterRoomIsLoaded' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.MethodName.StartCharacterAnimation">
            <summary>
            Cached name for the 'StartCharacterAnimation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.MethodName.HideScreen">
            <summary>
            Cached name for the 'HideScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.MethodName.OnMerchantOpened">
            <summary>
            Cached name for the 'OnMerchantOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.MethodName.OpenInventory">
            <summary>
            Cached name for the 'OpenInventory' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.MethodName.ShowProceedButton">
            <summary>
            Cached name for the 'ShowProceedButton' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.MethodName.OnActiveScreenUpdated">
            <summary>
            Cached name for the 'OnActiveScreenUpdated' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.MethodName.BlockInput">
            <summary>
            Cached name for the 'BlockInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.MethodName.UnblockInput">
            <summary>
            Cached name for the 'UnblockInput' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.PropertyName.Inventory">
            <summary>
            Cached name for the 'Inventory' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.PropertyName.MerchantButton">
            <summary>
            Cached name for the 'MerchantButton' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.PropertyName._proceedButton">
            <summary>
            Cached name for the '_proceedButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.PropertyName._characterContainer">
            <summary>
            Cached name for the '_characterContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.PropertyName._inputBlocker">
            <summary>
            Cached name for the '_inputBlocker' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.Custom.NFakeMerchant.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.EventSplitVoteAnimation">
            <summary>
            Represents the animation which plays when players don't all vote for the same shared event option.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.EventSplitVoteAnimation.TryPlay(MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton)">
            <summary>
            Plays the animation if necessary.
            The animation is not played if all players voted for the same event option.
            Note that we are using the votes as indicated by the nodes and not by EventSynchronizer. This is on purpose -
            the votes contained in EventSynchronizer have already been cleared by this point in time.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox">
            <summary>
            Hitbox button for Ancient events to continue through any ancient dialogue.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.MethodName.GetHotkey">
            <summary>
            Cached name for the 'GetHotkey' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.PropertyName._arrow">
            <summary>
            Cached name for the '_arrow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.PropertyName._loopTween">
            <summary>
            Cached name for the '_loopTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.PropertyName._isAnimating">
            <summary>
            Cached name for the '_isAnimating' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueHitbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.SetSpeakerIconVisible">
            <summary>
            Because the speaker's icon peeks through. This hack makes the icons visible when they animate in.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.FadeInStaleDialogue">
            <summary>
            Special method called when players hover older dialogue lines to view them.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.FadeOutStaleDialogue">
            <summary>
            Opposite of FadeInStaleDialogue, hide these stale dialogues again.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.MethodName.PlaySfx">
            <summary>
            Cached name for the 'PlaySfx' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.MethodName.SetAncientAsSpeaker">
            <summary>
            Cached name for the 'SetAncientAsSpeaker' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.MethodName.SetCharacterAsSpeaker">
            <summary>
            Cached name for the 'SetCharacterAsSpeaker' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.MethodName.SetSpeakerIconVisible">
            <summary>
            Cached name for the 'SetSpeakerIconVisible' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.MethodName.SetTransparency">
            <summary>
            Cached name for the 'SetTransparency' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.MethodName.FadeInStaleDialogue">
            <summary>
            Cached name for the 'FadeInStaleDialogue' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.MethodName.FadeOutStaleDialogue">
            <summary>
            Cached name for the 'FadeOutStaleDialogue' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.MethodName.OnAnimInSetVisible">
            <summary>
            Cached name for the 'OnAnimInSetVisible' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.PropertyName.HoveredSfx">
            <summary>
            Cached name for the 'HoveredSfx' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.PropertyName.ClickedSfx">
            <summary>
            Cached name for the 'ClickedSfx' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.PropertyName._iconNode">
            <summary>
            Cached name for the '_iconNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.PropertyName._targetAlpha">
            <summary>
            Cached name for the '_targetAlpha' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NAncientDialogueLine.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout._contentContainer">
            <summary>
            Parent node for the content container.
            We need this because we want to auto-scroll parts of the content container into view as the player progresses
            the dialogue.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout._originalContentContainerHeight">
            <summary>
            We temporarily resize this container based on some other things happening in the layout, but we eventually want
            to restore it to its original height, so we set this during creation.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout._content">
            <summary>
            Contains the dialogue and the option buttons.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout._dialogueHitbox">
            <summary>
            The invisible hitbox that the player needs to click inside to advance the dialogue.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout._fakeNextButtonContainer">
            <summary>
            The container for the fake "next button".
            We use this to size the bottom margin of the content container while the button is showing.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout._fakeNextButton">
            <summary>
            The "button" that lets the player advance the dialogue.
            This is fake because <see cref="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout._dialogueHitbox" /> is what's really listening for these clicks. The button is
            just to let the player know that they can continue, and to show some flavorful text for continuing.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.OnDialogueLineFocused(MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl)">
            <summary>
            Makes the stale dialogue lines all visible at once.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.OnDialogueLineUnfocused(MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl)">
            <summary>
            Returns the stale dialogues to their original opacity.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.IsDialogueOnLastLine">
            <summary>
            Is the player on the last line of dialogue?
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.HideNameBanner">
            <summary>
            Used to hide the banner when you open a screen above this (like the map)
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.ShowNameBanner">
            <summary>
            Used to show the banner when you return focus to the event room
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.MethodName.InitializeVisuals">
            <summary>
            Cached name for the 'InitializeVisuals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.MethodName.AnimateIn">
            <summary>
            Cached name for the 'AnimateIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.MethodName.OnDialogueLineFocused">
            <summary>
            Cached name for the 'OnDialogueLineFocused' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.MethodName.OnDialogueLineUnfocused">
            <summary>
            Cached name for the 'OnDialogueLineUnfocused' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.MethodName.ClearDialogue">
            <summary>
            Cached name for the 'ClearDialogue' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.MethodName.OnSetupComplete">
            <summary>
            Cached name for the 'OnSetupComplete' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.MethodName.AnimateButtonsIn">
            <summary>
            Cached name for the 'AnimateButtonsIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.MethodName.OnDialogueHitboxClicked">
            <summary>
            Cached name for the 'OnDialogueHitboxClicked' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.MethodName.SetDialogueLineAndAnimate">
            <summary>
            Cached name for the 'SetDialogueLineAndAnimate' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.MethodName.UpdateFakeNextButton">
            <summary>
            Cached name for the 'UpdateFakeNextButton' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.MethodName.HideNameBanner">
            <summary>
            Cached name for the 'HideNameBanner' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.MethodName.ShowNameBanner">
            <summary>
            Cached name for the 'ShowNameBanner' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.MethodName.UpdateBannerVisibility">
            <summary>
            Cached name for the 'UpdateBannerVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.MethodName.UpdateHotkeyDisplay">
            <summary>
            Cached name for the 'UpdateHotkeyDisplay' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.PropertyName.IsDialogueOnLastLine">
            <summary>
            Cached name for the 'IsDialogueOnLastLine' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.PropertyName._currentDialogueLine">
            <summary>
            Cached name for the '_currentDialogueLine' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.PropertyName._ancientBgContainer">
            <summary>
            Cached name for the '_ancientBgContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.PropertyName._ancientNameBanner">
            <summary>
            Cached name for the '_ancientNameBanner' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.PropertyName._bannerTween">
            <summary>
            Cached name for the '_bannerTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.PropertyName._contentContainer">
            <summary>
            Cached name for the '_contentContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.PropertyName._originalContentContainerHeight">
            <summary>
            Cached name for the '_originalContentContainerHeight' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.PropertyName._content">
            <summary>
            Cached name for the '_content' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.PropertyName._dialogueContainer">
            <summary>
            Cached name for the '_dialogueContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.PropertyName._dialogueHitbox">
            <summary>
            Cached name for the '_dialogueHitbox' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.PropertyName._fakeNextButtonContainer">
            <summary>
            Cached name for the '_fakeNextButtonContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.PropertyName._fakeNextButton">
            <summary>
            Cached name for the '_fakeNextButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.PropertyName._fakeNextButtonControllerIcon">
            <summary>
            Cached name for the '_fakeNextButtonControllerIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.PropertyName._fakeNextButtonLabel">
            <summary>
            Cached name for the '_fakeNextButtonLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.PropertyName._contentTween">
            <summary>
            Cached name for the '_contentTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NAncientEventLayout.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NCombatEventLayout.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NCombatEventLayout.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NCombatEventLayout.MethodName.SetCombatRoomNode">
            <summary>
            Cached name for the 'SetCombatRoomNode' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NCombatEventLayout.MethodName.InitializeVisuals">
            <summary>
            Cached name for the 'InitializeVisuals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NCombatEventLayout.MethodName.HideEventVisuals">
            <summary>
            Cached name for the 'HideEventVisuals' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NCombatEventLayout.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NCombatEventLayout.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NCombatEventLayout.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NCombatEventLayout.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NCombatEventLayout.PropertyName.EmbeddedCombatRoom">
            <summary>
            Cached name for the 'EmbeddedCombatRoom' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NCombatEventLayout.PropertyName.HasCombatStarted">
            <summary>
            Cached name for the 'HasCombatStarted' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NCombatEventLayout.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NCombatEventLayout.PropertyName._combatRoomContainer">
            <summary>
            Cached name for the '_combatRoomContainer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NCombatEventLayout.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NCombatEventLayout.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NCombatEventLayout.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NCombatEventLayout.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NCombatEventLayout.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NCombatEventLayout.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.MethodName.UpdateShaderS">
            <summary>
            Cached name for the 'UpdateShaderS' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.MethodName.SetActive">
            <summary>
            Cached name for the 'SetActive' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.MethodName.SetHotkeys">
            <summary>
            Cached name for the 'SetHotkeys' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.PropertyName._outlineTween">
            <summary>
            Cached name for the '_outlineTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.PropertyName._outline">
            <summary>
            Cached name for the '_outline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.PropertyName._customHotkeys">
            <summary>
            Cached name for the '_customHotkeys' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NDivinationButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.VfxContainer">
            <summary>
            Container for event VFX nodes (ambient particles, etc.).
            Can be null in some subclasses.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout._sharedEventLabel">
            <summary>
            The label to show when an event is "shared" (see <see cref="P:MegaCrit.Sts2.Core.Models.EventModel.IsShared"/> for details).
            Can be null for event types that can't be shared (like <see cref="T:MegaCrit.Sts2.Core.Models.AncientEventModel"/>).
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout._description">
            <summary>
            The event description label. Some events (like Ancients) have no descriptions, in which case this will be null.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.AddVfxAnchoredToPortrait(Godot.Node)">
            <summary>
            Adds a child node that's anchored to the portrait. Usually you'd want to add it to VfxContainer, but you can use
            this method instead if your VFX's position is dependent on the portrait (usually due to resolution stuff)
            </summary>
            <param name="vfx">VFX to add</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.RemoveNodesOnPortrait">
            <summary>
            Removes ALL child nodes from the Portrait, vfx or not.
            Useful for swapping out vfx if an event has multiple portraits.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.OnSetupComplete">
            <summary>
            Called when this layout is finished being set up.
            At this point, all the buttons for the initial page should be populated.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.OnPlayerVoteChanged(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Called during a shared event when a player changes the option they voted on.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.MethodName.InitializeVisuals">
            <summary>
            Cached name for the 'InitializeVisuals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.MethodName.UpdatePhobiaMode">
            <summary>
            Cached name for the 'UpdatePhobiaMode' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.MethodName.SetPortrait">
            <summary>
            Cached name for the 'SetPortrait' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.MethodName.AddVfxAnchoredToPortrait">
            <summary>
            Cached name for the 'AddVfxAnchoredToPortrait' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.MethodName.RemoveNodesOnPortrait">
            <summary>
            Cached name for the 'RemoveNodesOnPortrait' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.MethodName.SetTitle">
            <summary>
            Cached name for the 'SetTitle' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.MethodName.SetDescription">
            <summary>
            Cached name for the 'SetDescription' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.MethodName.AnimateIn">
            <summary>
            Cached name for the 'AnimateIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.MethodName.ClearOptions">
            <summary>
            Cached name for the 'ClearOptions' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.MethodName.OnSetupComplete">
            <summary>
            Cached name for the 'OnSetupComplete' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.MethodName.AnimateButtonsIn">
            <summary>
            Cached name for the 'AnimateButtonsIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.MethodName.DisableEventOptions">
            <summary>
            Cached name for the 'DisableEventOptions' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.MethodName.ApplyDebugUiVisibility">
            <summary>
            Cached name for the 'ApplyDebugUiVisibility' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.PropertyName.VfxContainer">
            <summary>
            Cached name for the 'VfxContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.PropertyName._descriptionTween">
            <summary>
            Cached name for the '_descriptionTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.PropertyName._optionsContainer">
            <summary>
            Cached name for the '_optionsContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.PropertyName._portrait">
            <summary>
            Cached name for the '_portrait' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.PropertyName._currentPortraitTex">
            <summary>
            Cached name for the '_currentPortraitTex' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.PropertyName._currentPhobiaPortraitTex">
            <summary>
            Cached name for the '_currentPhobiaPortraitTex' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.PropertyName._title">
            <summary>
            Cached name for the '_title' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.PropertyName._sharedEventLabel">
            <summary>
            Cached name for the '_sharedEventLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.PropertyName._description">
            <summary>
            Cached name for the '_description' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NEventLayout.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton">
            <summary>
            The nice big buttons that show up in event rooms.
            NOTE: The Ancient Event Button also uses this same script.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.MethodName.SetVisuallyLocked">
            <summary>
            Cached name for the 'SetVisuallyLocked' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.MethodName.AnimateIn">
            <summary>
            Cached name for the 'AnimateIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.MethodName.EnableButton">
            <summary>
            Cached name for the 'EnableButton' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.MethodName.GrayOut">
            <summary>
            Cached name for the 'GrayOut' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.MethodName.UpdateShaderParam">
            <summary>
            Cached name for the 'UpdateShaderParam' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.MethodName.RefreshVotes">
            <summary>
            Cached name for the 'RefreshVotes' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.MethodName.WillKillPlayer">
            <summary>
            Cached name for the 'WillKillPlayer' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.MethodName.ShowPersistentKillGlow">
            <summary>
            Cached name for the 'ShowPersistentKillGlow' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.MethodName.PulseKillGlow">
            <summary>
            Cached name for the 'PulseKillGlow' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.PropertyName.Index">
            <summary>
            Cached name for the 'Index' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.PropertyName.VoteContainer">
            <summary>
            Cached name for the 'VoteContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.PropertyName._outline">
            <summary>
            Cached name for the '_outline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.PropertyName._killGlow">
            <summary>
            Cached name for the '_killGlow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.PropertyName._confirmFlash">
            <summary>
            Cached name for the '_confirmFlash' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.PropertyName._playerVoteContainer">
            <summary>
            Cached name for the '_playerVoteContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.PropertyName._animInTween">
            <summary>
            Cached name for the '_animInTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.PropertyName._flashTween">
            <summary>
            Cached name for the '_flashTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.PropertyName._killGlowTween">
            <summary>
            Cached name for the '_killGlowTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.PropertyName._buttonColor">
            <summary>
            Cached name for the '_buttonColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.PropertyName._deathPreventionVfx">
            <summary>
            Cached name for the '_deathPreventionVfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.PropertyName._deathPreventionVfxPosition">
            <summary>
            Cached name for the '_deathPreventionVfxPosition' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Events.NEventOptionButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NAcceptTutorialsFtue.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NAcceptTutorialsFtue.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NAcceptTutorialsFtue.MethodName.NoTutorials">
            <summary>
            Cached name for the 'NoTutorials' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NAcceptTutorialsFtue.MethodName.YesTutorials">
            <summary>
            Cached name for the 'YesTutorials' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NAcceptTutorialsFtue.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NAcceptTutorialsFtue.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NAcceptTutorialsFtue.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NAcceptTutorialsFtue.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NAcceptTutorialsFtue.PropertyName._charSelectScreen">
            <summary>
            Cached name for the '_charSelectScreen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NAcceptTutorialsFtue.PropertyName._verticalPopup">
            <summary>
            Cached name for the '_verticalPopup' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NAcceptTutorialsFtue.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NAcceptTutorialsFtue.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NAcceptTutorialsFtue.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NAcceptTutorialsFtue.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NAcceptTutorialsFtue.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NAcceptTutorialsFtue.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionMultiplayerFtue">
            <summary>
            This is a popup that lets you know that you have unlocked Multiplayer Ascensions and briefly explains it.
            This is NOT a true FTUE as disabling tutorials will not prevent this from showing up.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionMultiplayerFtue.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionMultiplayerFtue.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionMultiplayerFtue.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionMultiplayerFtue.MethodName.CloseFtue">
            <summary>
            Cached name for the 'CloseFtue' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionMultiplayerFtue.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionMultiplayerFtue.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionMultiplayerFtue.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionMultiplayerFtue.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionMultiplayerFtue.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionMultiplayerFtue.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionMultiplayerFtue.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionSingleplayerFtue">
            <summary>
            This is a popup that lets you know that you have unlocked Ascensions and briefly explains it.
            This is NOT a true FTUE as disabling tutorials will not prevent this from showing up.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionSingleplayerFtue.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionSingleplayerFtue.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionSingleplayerFtue.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionSingleplayerFtue.MethodName.CloseFtue">
            <summary>
            Cached name for the 'CloseFtue' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionSingleplayerFtue.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionSingleplayerFtue.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionSingleplayerFtue.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionSingleplayerFtue.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionSingleplayerFtue.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionSingleplayerFtue.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NAscensionSingleplayerFtue.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NCannotPlayCardFtue.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCannotPlayCardFtue.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCannotPlayCardFtue.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCannotPlayCardFtue.MethodName.CloseFtueAndEndTurn">
            <summary>
            Cached name for the 'CloseFtueAndEndTurn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCannotPlayCardFtue.MethodName.CloseFtue">
            <summary>
            Cached name for the 'CloseFtue' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCannotPlayCardFtue.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCannotPlayCardFtue.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCannotPlayCardFtue.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NCannotPlayCardFtue.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCannotPlayCardFtue.PropertyName._confirmButton">
            <summary>
            Cached name for the '_confirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCannotPlayCardFtue.PropertyName._header">
            <summary>
            Cached name for the '_header' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCannotPlayCardFtue.PropertyName._description">
            <summary>
            Cached name for the '_description' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCannotPlayCardFtue.PropertyName._sneakyHitbox">
            <summary>
            Cached name for the '_sneakyHitbox' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCannotPlayCardFtue.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCannotPlayCardFtue.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCannotPlayCardFtue.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCannotPlayCardFtue.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCannotPlayCardFtue.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NCannotPlayCardFtue.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NCanPlayCardsFtue.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCanPlayCardsFtue.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCanPlayCardsFtue.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCanPlayCardsFtue.MethodName.CloseFtue">
            <summary>
            Cached name for the 'CloseFtue' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCanPlayCardsFtue.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCanPlayCardsFtue.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCanPlayCardsFtue.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NCanPlayCardsFtue.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCanPlayCardsFtue.PropertyName._confirmButton">
            <summary>
            Cached name for the '_confirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCanPlayCardsFtue.PropertyName._header">
            <summary>
            Cached name for the '_header' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCanPlayCardsFtue.PropertyName._description">
            <summary>
            Cached name for the '_description' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCanPlayCardsFtue.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCanPlayCardsFtue.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCanPlayCardsFtue.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCanPlayCardsFtue.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCanPlayCardsFtue.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NCanPlayCardsFtue.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRewardFtue">
            <summary>
            Ftue which appears when a player presses Proceed with items remaining in the Combat Reward screen.
            Auto-disables after you Proceed without forgetting.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRewardFtue.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRewardFtue.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRewardFtue.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRewardFtue.MethodName.CloseFtue">
            <summary>
            Cached name for the 'CloseFtue' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRewardFtue.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRewardFtue.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRewardFtue.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRewardFtue.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRewardFtue.PropertyName._confirmButton">
            <summary>
            Cached name for the '_confirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRewardFtue.PropertyName._header">
            <summary>
            Cached name for the '_header' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRewardFtue.PropertyName._description">
            <summary>
            Cached name for the '_description' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRewardFtue.PropertyName._rewardsContainer">
            <summary>
            Cached name for the '_rewardsContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRewardFtue.PropertyName._defaultZIndex">
            <summary>
            Cached name for the '_defaultZIndex' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRewardFtue.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRewardFtue.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRewardFtue.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRewardFtue.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRewardFtue.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRewardFtue.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.MethodName.Start">
            <summary>
            Cached name for the 'Start' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.MethodName.ToggleLeft">
            <summary>
            Cached name for the 'ToggleLeft' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.MethodName.ToggleRight">
            <summary>
            Cached name for the 'ToggleRight' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.PropertyName._image1">
            <summary>
            Cached name for the '_image1' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.PropertyName._image2">
            <summary>
            Cached name for the '_image2' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.PropertyName._image3">
            <summary>
            Cached name for the '_image3' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.PropertyName._prevButton">
            <summary>
            Cached name for the '_prevButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.PropertyName._nextButton">
            <summary>
            Cached name for the '_nextButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.PropertyName._pageCount">
            <summary>
            Cached name for the '_pageCount' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.PropertyName._bodyText">
            <summary>
            Cached name for the '_bodyText' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.PropertyName._header">
            <summary>
            Cached name for the '_header' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.PropertyName._currentPage">
            <summary>
            Cached name for the '_currentPage' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.PropertyName._imagePosition">
            <summary>
            Cached name for the '_imagePosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.PropertyName._textPosition">
            <summary>
            Cached name for the '_textPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.PropertyName._pageTurnTween">
            <summary>
            Cached name for the '_pageTurnTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NCombatRulesFtue.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NFtue.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NFtue.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NFtue.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NFtue.MethodName.CloseFtue">
            <summary>
            Cached name for the 'CloseFtue' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NFtue.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NFtue.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NFtue.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NFtue.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NFtue.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NFtue.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NFtue.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NFtue.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NFtue.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NFtue.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NFtueConfirmButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NFtueConfirmButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NFtueConfirmButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NFtueConfirmButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NFtueConfirmButton.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NFtueConfirmButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NFtueConfirmButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NFtueConfirmButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NFtueConfirmButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NFtueConfirmButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NFtueConfirmButton.PropertyName._outline">
            <summary>
            Cached name for the '_outline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NFtueConfirmButton.PropertyName._outlineTween">
            <summary>
            Cached name for the '_outlineTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NFtueConfirmButton.PropertyName._scaleTween">
            <summary>
            Cached name for the '_scaleTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NFtueConfirmButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NFtueConfirmButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NFtueConfirmButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NFtueConfirmButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NFtueConfirmButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NFtueConfirmButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NFtueConfirmButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NFtueConfirmButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NMapSelectFtue">
            <summary>
            Ftue which appears when a player opens the map for the first time.
            Automatically appears after the start of act animation.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NMapSelectFtue.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NMapSelectFtue.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NMapSelectFtue.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NMapSelectFtue.MethodName.CloseFtue">
            <summary>
            Cached name for the 'CloseFtue' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NMapSelectFtue.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NMapSelectFtue.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NMapSelectFtue.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NMapSelectFtue.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NMapSelectFtue.PropertyName._confirmButton">
            <summary>
            Cached name for the '_confirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NMapSelectFtue.PropertyName._header">
            <summary>
            Cached name for the '_header' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NMapSelectFtue.PropertyName._description">
            <summary>
            Cached name for the '_description' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NMapSelectFtue.PropertyName._ftuePosition">
            <summary>
            Cached name for the '_ftuePosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NMapSelectFtue.PropertyName._firstNode">
            <summary>
            Cached name for the '_firstNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NMapSelectFtue.PropertyName._defaultZIndex">
            <summary>
            Cached name for the '_defaultZIndex' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NMapSelectFtue.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NMapSelectFtue.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NMapSelectFtue.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NMapSelectFtue.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NMapSelectFtue.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NMapSelectFtue.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue">
            <summary>
            Ftue which appears when a player presses Proceed without interacting with the Merchant.
            Auto-disables if the player interacts with the Merchant.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue.MethodName.CloseFtueAndOpenRug">
            <summary>
            Cached name for the 'CloseFtueAndOpenRug' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue.MethodName.CloseFtue">
            <summary>
            Cached name for the 'CloseFtue' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue.PropertyName._confirmButton">
            <summary>
            Cached name for the '_confirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue.PropertyName._header">
            <summary>
            Cached name for the '_header' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue.PropertyName._description">
            <summary>
            Cached name for the '_description' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue.PropertyName._sneakyHitbox">
            <summary>
            Cached name for the '_sneakyHitbox' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue.PropertyName._merchantRoom">
            <summary>
            Cached name for the '_merchantRoom' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue.PropertyName._defaultZIndex">
            <summary>
            Cached name for the '_defaultZIndex' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NMerchantFtue.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NObtainPotionFtue.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NObtainPotionFtue.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NObtainPotionFtue.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NObtainPotionFtue.MethodName.CloseFtue">
            <summary>
            Cached name for the 'CloseFtue' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NObtainPotionFtue.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NObtainPotionFtue.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NObtainPotionFtue.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NObtainPotionFtue.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NObtainPotionFtue.PropertyName._confirmButton">
            <summary>
            Cached name for the '_confirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NObtainPotionFtue.PropertyName._header">
            <summary>
            Cached name for the '_header' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NObtainPotionFtue.PropertyName._description">
            <summary>
            Cached name for the '_description' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NObtainPotionFtue.PropertyName._defaultZIndex">
            <summary>
            Cached name for the '_defaultZIndex' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NObtainPotionFtue.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NObtainPotionFtue.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NObtainPotionFtue.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NObtainPotionFtue.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NObtainPotionFtue.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NObtainPotionFtue.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NPowerCardFtue">
            <summary>
            Ftue which appears when a player is presented with an option to receive a Power card in a Card Rewards screen,
            Choose Card Selection screen, or a Shop screen. NOTE: I lied, these last two cases aren't implemented yet.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NPowerCardFtue.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NPowerCardFtue.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NPowerCardFtue.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NPowerCardFtue.MethodName.CloseFtue">
            <summary>
            Cached name for the 'CloseFtue' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NPowerCardFtue.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NPowerCardFtue.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NPowerCardFtue.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NPowerCardFtue.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NPowerCardFtue.PropertyName._confirmButton">
            <summary>
            Cached name for the '_confirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NPowerCardFtue.PropertyName._header">
            <summary>
            Cached name for the '_header' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NPowerCardFtue.PropertyName._description">
            <summary>
            Cached name for the '_description' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NPowerCardFtue.PropertyName._card">
            <summary>
            Cached name for the '_card' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NPowerCardFtue.PropertyName._ftueHolder">
            <summary>
            Cached name for the '_ftueHolder' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NPowerCardFtue.PropertyName._defaultZIndex">
            <summary>
            Cached name for the '_defaultZIndex' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NPowerCardFtue.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NPowerCardFtue.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NPowerCardFtue.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NPowerCardFtue.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NPowerCardFtue.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NPowerCardFtue.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NRelicRewardFtue.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NRelicRewardFtue.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NRelicRewardFtue.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NRelicRewardFtue.MethodName.CloseFtue">
            <summary>
            Cached name for the 'CloseFtue' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NRelicRewardFtue.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NRelicRewardFtue.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NRelicRewardFtue.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NRelicRewardFtue.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NRelicRewardFtue.PropertyName._confirmButton">
            <summary>
            Cached name for the '_confirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NRelicRewardFtue.PropertyName._header">
            <summary>
            Cached name for the '_header' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NRelicRewardFtue.PropertyName._description">
            <summary>
            Cached name for the '_description' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NRelicRewardFtue.PropertyName._arrow">
            <summary>
            Cached name for the '_arrow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NRelicRewardFtue.PropertyName._defaultZIndex">
            <summary>
            Cached name for the '_defaultZIndex' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NRelicRewardFtue.PropertyName._relicReward">
            <summary>
            Cached name for the '_relicReward' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NRelicRewardFtue.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NRelicRewardFtue.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NRelicRewardFtue.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NRelicRewardFtue.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NRelicRewardFtue.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NRelicRewardFtue.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NRestSiteFtue.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NRestSiteFtue.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NRestSiteFtue.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NRestSiteFtue.MethodName.CloseFtue">
            <summary>
            Cached name for the 'CloseFtue' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NRestSiteFtue.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NRestSiteFtue.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NRestSiteFtue.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NRestSiteFtue.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NRestSiteFtue.PropertyName._confirmButton">
            <summary>
            Cached name for the '_confirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NRestSiteFtue.PropertyName._header">
            <summary>
            Cached name for the '_header' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NRestSiteFtue.PropertyName._description">
            <summary>
            Cached name for the '_description' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NRestSiteFtue.PropertyName._arrow">
            <summary>
            Cached name for the '_arrow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NRestSiteFtue.PropertyName._defaultZIndex">
            <summary>
            Cached name for the '_defaultZIndex' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NRestSiteFtue.PropertyName._restSiteOptionContainer">
            <summary>
            Cached name for the '_restSiteOptionContainer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NRestSiteFtue.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NRestSiteFtue.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NRestSiteFtue.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NRestSiteFtue.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NRestSiteFtue.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NRestSiteFtue.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NShuffleFtue.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NShuffleFtue.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NShuffleFtue.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NShuffleFtue.MethodName.CloseFtue">
            <summary>
            Cached name for the 'CloseFtue' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NShuffleFtue.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NShuffleFtue.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NShuffleFtue.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NShuffleFtue.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NShuffleFtue.PropertyName._confirmButton">
            <summary>
            Cached name for the '_confirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NShuffleFtue.PropertyName._header">
            <summary>
            Cached name for the '_header' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NShuffleFtue.PropertyName._description">
            <summary>
            Cached name for the '_description' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Ftue.NShuffleFtue.PropertyName._defaultZIndex">
            <summary>
            Cached name for the '_defaultZIndex' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NShuffleFtue.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NShuffleFtue.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NShuffleFtue.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NShuffleFtue.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Ftue.NShuffleFtue.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Ftue.NShuffleFtue.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton">
            <summary>
            A Base Button class which doesn't rely on Godot's Button class.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton._Input(Godot.InputEvent)">
            <summary>
            Detects input actions
            </summary>
            <param name="inputEvent"></param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.MethodName.GetControllerIconNode">
            <summary>
            Cached name for the 'GetControllerIconNode' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.MethodName.UpdateControllerButton">
            <summary>
            Cached name for the 'UpdateControllerButton' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.MethodName.RegisterHotkeys">
            <summary>
            Cached name for the 'RegisterHotkeys' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.MethodName.UnregisterHotkeys">
            <summary>
            Cached name for the 'UnregisterHotkeys' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.PropertyName.ClickedSfx">
            <summary>
            Cached name for the 'ClickedSfx' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.PropertyName.HoveredSfx">
            <summary>
            Cached name for the 'HoveredSfx' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.PropertyName.ControllerIconHotkey">
            <summary>
            Cached name for the 'ControllerIconHotkey' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.PropertyName.HasControllerHotkey">
            <summary>
            Cached name for the 'HasControllerHotkey' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.PropertyName._controllerHotkeyIcon">
            <summary>
            Cached name for the '_controllerHotkeyIcon' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl">
            <summary>
            The "clickable"
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.HandleMousePress(Godot.InputEvent)">
            <summary>
            Called when we start pressing down on the mouse button
            </summary>
            <param name="inputEvent"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.HandleMouseRelease(Godot.InputEvent)">
            <summary>
            Called when the mouse button is released on this control (had to start the click in this Control too)
            </summary>
            <param name="inputEvent"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.OnReleaseHandler">
            <summary>
            Middle-man function to prevent base.OnRelease() and to
            allow handling of various input types simultaneously.
            Required because we invoke OnButtonReleased
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.OnFocus">
            <summary>
            Called when a user hovers this button or navigates to/focuses on this button (controller).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.OnUnfocus">
            <summary>
            Called when a user unhovers or navigates away from this button (controller).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.OnPress">
            <summary>
            Called when a user starts a click or button press.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.OnRelease">
            <summary>
            Called when the player releases a click or button press.
            NOTE: Doesn't trigger unless the user triggered OnPressDown on this button.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl._GuiInput(Godot.InputEvent)">
            <summary>
            WARNING: If overriding, be sure to call the base function to retain
            OnPressDown and OnRelease functionality.
            </summary>
            <param name="inputEvent"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.ForceClick">
            <summary>
            Force emits the Released signal and calls OnRelease(), bypassing all hover/focus/pause checks.
            Used by AutoSlay for automated testing.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.SetEnabled(System.Boolean)">
            <summary>
            Helper function to enable/disable this button similar to how Unity handles it
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.Enable">
            <summary>
            Helper function to enable this button similar to how Unity handles it
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.Disable">
            <summary>
            Helper function to disable this button similar to how Unity handles it
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.OnEnable">
            <summary>
            Called whenever this button becomes enabled
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.OnDisable">
            <summary>
            Called whenever this button becomes disabled
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.OnVisibilityChanged">
            <summary>
            Cached name for the 'OnVisibilityChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.OnFocusHandler">
            <summary>
            Cached name for the 'OnFocusHandler' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.OnUnFocusHandler">
            <summary>
            Cached name for the 'OnUnFocusHandler' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.HandleMousePress">
            <summary>
            Cached name for the 'HandleMousePress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.HandleMouseRelease">
            <summary>
            Cached name for the 'HandleMouseRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.OnHoverHandler">
            <summary>
            Cached name for the 'OnHoverHandler' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.OnUnhoverHandler">
            <summary>
            Cached name for the 'OnUnhoverHandler' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.OnPressHandler">
            <summary>
            Cached name for the 'OnPressHandler' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.OnReleaseHandler">
            <summary>
            Cached name for the 'OnReleaseHandler' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.RefreshFocus">
            <summary>
            Cached name for the 'RefreshFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName._GuiInput">
            <summary>
            Cached name for the '_GuiInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.CheckMouseDragThreshold">
            <summary>
            Cached name for the 'CheckMouseDragThreshold' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.DebugPress">
            <summary>
            Cached name for the 'DebugPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.DebugRelease">
            <summary>
            Cached name for the 'DebugRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.ForceClick">
            <summary>
            Cached name for the 'ForceClick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.SetEnabled">
            <summary>
            Cached name for the 'SetEnabled' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.Enable">
            <summary>
            Cached name for the 'Enable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.Disable">
            <summary>
            Cached name for the 'Disable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.PropertyName.AllowFocusWhileDisabled">
            <summary>
            Cached name for the 'AllowFocusWhileDisabled' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.PropertyName.IsFocused">
            <summary>
            Cached name for the 'IsFocused' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.PropertyName.IsEnabled">
            <summary>
            Cached name for the 'IsEnabled' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.PropertyName._ignoreDragThreshold">
            <summary>
            Cached name for the '_ignoreDragThreshold' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.PropertyName._isEnabled">
            <summary>
            Cached name for the '_isEnabled' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.PropertyName._isHovered">
            <summary>
            Cached name for the '_isHovered' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.PropertyName._isControllerFocused">
            <summary>
            Cached name for the '_isControllerFocused' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.PropertyName._isControllerNavigable">
            <summary>
            Cached name for the '_isControllerNavigable' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.PropertyName._beginDragPosition">
            <summary>
            Cached name for the '_beginDragPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.PropertyName._isPressed">
            <summary>
            Cached name for the '_isPressed' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.SignalName.Released">
            <summary>
            Cached name for the 'Released' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.SignalName.Focused">
            <summary>
            Cached name for the 'Focused' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.SignalName.Unfocused">
            <summary>
            Cached name for the 'Unfocused' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.SignalName.MouseReleased">
            <summary>
            Cached name for the 'MouseReleased' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.SignalName.MousePressed">
            <summary>
            Cached name for the 'MousePressed' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.Released">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.ReleasedEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.Focused">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.FocusedEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.Unfocused">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.UnfocusedEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MouseReleased">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MouseReleasedEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MousePressed">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.MousePressedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NClickableControl.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown">
            <summary>
            A custom Dropdown component class.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.ClearDropdownItems">
            <summary>
            Removes any junk that's already there
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.CloseDropdown">
            <summary>
            Closes this dropdown. The name is verbose because it sounds generic without it.
            Called when we select an option or click outside the bounds of the dropdown.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.MethodName.OnVisibilityChange">
            <summary>
            Cached name for the 'OnVisibilityChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.MethodName.ClearDropdownItems">
            <summary>
            Cached name for the 'ClearDropdownItems' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.MethodName.OnDismisserClicked">
            <summary>
            Cached name for the 'OnDismisserClicked' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.MethodName.OpenDropdown">
            <summary>
            Cached name for the 'OpenDropdown' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.MethodName.CloseDropdown">
            <summary>
            Cached name for the 'CloseDropdown' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.PropertyName._dropdownContainer">
            <summary>
            Cached name for the '_dropdownContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.PropertyName._dropdownItems">
            <summary>
            Cached name for the '_dropdownItems' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.PropertyName._dismisser">
            <summary>
            Cached name for the '_dismisser' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.PropertyName._currentOptionLabel">
            <summary>
            Cached name for the '_currentOptionLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.PropertyName._currentOptionHighlight">
            <summary>
            Cached name for the '_currentOptionHighlight' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.PropertyName._isHovered">
            <summary>
            Cached name for the '_isHovered' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.PropertyName._isOpen">
            <summary>
            Cached name for the '_isOpen' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NDropdown.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaLineEdit">
            <summary>
            A base LineEdit class that is used to access the virtual keyboard
            for various devices/apis (ie Steam Deck)
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaLineEdit.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaLineEdit.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaLineEdit.MethodName._GuiInput">
            <summary>
            Cached name for the '_GuiInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaLineEdit.MethodName.OpenKeyboard">
            <summary>
            Cached name for the 'OpenKeyboard' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaLineEdit.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaLineEdit.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaLineEdit.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaLineEdit.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaLineEdit.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaLineEdit.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaLineEdit.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit">
            <summary>
            A base TextEdit class that is used to access the virtual keyboard
            for various devices/apis (ie Steam Deck)
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.IsEditing">
            <summary>
            This mirrors LineEdit.IsEditing()
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.MethodName.IsEditing">
            <summary>
            Cached name for the 'IsEditing' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.MethodName.RefreshFont">
            <summary>
            Cached name for the 'RefreshFont' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.MethodName._GuiInput">
            <summary>
            Cached name for the '_GuiInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.MethodName.OpenKeyboard">
            <summary>
            Cached name for the 'OpenKeyboard' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.MethodName.StopEditing">
            <summary>
            Cached name for the 'StopEditing' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.PropertyName._selectionReticle">
            <summary>
            Cached name for the '_selectionReticle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.PropertyName._isEditing">
            <summary>
            Cached name for the '_isEditing' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NMegaTextEdit.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NodeUtil.AwaitProcessFrame(Godot.Node,System.Threading.CancellationToken)">
            <summary>
            Awaits the next process frame and returns the delta time.
            Throws <see cref="T:System.OperationCanceledException"/> if the token is cancelled or the node has exited the tree,
            which <see cref="M:MegaCrit.Sts2.Core.Helpers.TaskHelper.RunSafely(System.Threading.Tasks.Task)"/> silently swallows.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NodeUtil.AwaitProcessFrameNonThrowing(Godot.Node,System.Threading.CancellationTokenSource)">
            <summary>
            Awaits the next process frame.
            Unlike <see cref="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NodeUtil.AwaitProcessFrame(Godot.Node,System.Threading.CancellationToken)"/>, this merely returns when the cancellation token is cancelled instead of
            throwing. Use this in scenarios where cancellation is frequent and expected, as throwing OperationCancelledException
            can be very slow when running in debug mode.
            This method itself cancels the cancellation token if the node is removed from the scene tree or becomes invalid.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NodeUtil.GetTreeOrNull(Godot.Node)">
            <summary>
            Returns the node's <see cref="T:Godot.SceneTree"/>, or <c>null</c> if the node is not inside a tree.
            Unlike <see cref="M:Godot.Node.GetTree"/>, this does not trigger a native error print when the tree is null.
            Always prefer this over <see cref="M:Godot.Node.GetTree"/> when the node may not be in the tree.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NodeUtil.IsDescendant(Godot.Node,Godot.Node)">
            <summary>
            Returns true if candidate is located within parent's subtree.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NodeUtil.IsValid(Godot.Node)">
            <summary>
            Returns true if the node is not null, is valid, and is not deleting.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NodeUtil.TryGrabFocus(Godot.Control)">
            <summary>
            Checks to see if a controller is detected before we grab the focus of control.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NodeUtil.GetAncestorOfType``1(Godot.Node)">
            <summary>
            Obtains the nearest ancestor of the given type.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NodeUtil.AwaitSignal(Godot.GodotObject,Godot.StringName,Godot.Node)">
            <summary>
            Awaits an arbitrary signal on a <see cref="T:Godot.GodotObject"/>, automatically cancelling when the owning node
            exits the tree.
            </summary>
            <remarks>
            <c>ToSignal</c> connects via <c>CONNECT_ONE_SHOT</c>, but one-shot cleanup only runs during signal
            emission. If the source object is freed without emitting the signal, the <c>SignalAwaiterCallable</c>
            and its GC handle linger until the source is destroyed by the garbage collector. This method avoids that
            by explicitly disconnecting on both the signal-fired and tree-exiting paths.
            </remarks>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NodeUtil.AwaitSignal``1(Godot.GodotObject,Godot.StringName,Godot.Node)">
            <summary>
            Awaits an arbitrary signal on a <see cref="T:Godot.GodotObject"/>, automatically cancelling when the owning node
            exits the tree.
            </summary>
            <remarks>
            <c>ToSignal</c> connects via <c>CONNECT_ONE_SHOT</c>, but one-shot cleanup only runs during signal
            emission. If the source object is freed without emitting the signal, the <c>SignalAwaiterCallable</c>
            and its GC handle linger until the source is destroyed by the garbage collector. This method avoids that
            by explicitly disconnecting on both the signal-fired and tree-exiting paths.
            </remarks>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NodeUtil.GetChildrenRecursive``1(Godot.Node)">
            <summary>
            Obtains all children of a certain type, searching recursively.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer">
            <summary>
            Manages scrolling of a container.
            This should be put on an object that doesn't scroll, and then the content to be scrolled should be a child named
            Content or Mask/Content.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.SetContent(Godot.Control,System.Single,System.Single)">
            <summary>
            If the content to be scrolled is dynamic (e.g. a tab in the settings menu, then you can change it using this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.DisableScrollingIfContentFits">
            <summary>
            If this is called, then scrolling is disabled when the content fits entirely within the scroll container.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.ProcessMouseEvent(Godot.InputEvent)">
            <summary>
            Detects mouse click up/down and updates our scroll target accordingly.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.ProcessScrollEvent(Godot.InputEvent)">
            <summary>
            Detects mouse wheel up/down and updates our scroll target accordingly
            </summary>
            <param name="inputEvent"></param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.MethodName.SetContent">
            <summary>
            Cached name for the 'SetContent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.MethodName.UpdatePadding">
            <summary>
            Cached name for the 'UpdatePadding' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.MethodName.DisableScrollingIfContentFits">
            <summary>
            Cached name for the 'DisableScrollingIfContentFits' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.MethodName.UpdateScrollLimitBottom">
            <summary>
            Cached name for the 'UpdateScrollLimitBottom' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.MethodName._GuiInput">
            <summary>
            Cached name for the '_GuiInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.MethodName.ProcessControllerEvent">
            <summary>
            Cached name for the 'ProcessControllerEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.MethodName.ProcessMouseEvent">
            <summary>
            Cached name for the 'ProcessMouseEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.MethodName.ProcessScrollEvent">
            <summary>
            Cached name for the 'ProcessScrollEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.MethodName.InstantlyScrollToTop">
            <summary>
            Cached name for the 'InstantlyScrollToTop' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.MethodName.ProcessGuiFocus">
            <summary>
            Cached name for the 'ProcessGuiFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.MethodName.UpdateScrollPosition">
            <summary>
            Cached name for the 'UpdateScrollPosition' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.PropertyName.ScrollViewportTop">
            <summary>
            Cached name for the 'ScrollViewportTop' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.PropertyName.ScrollViewportSize">
            <summary>
            Cached name for the 'ScrollViewportSize' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.PropertyName.ScrollLimitBottom">
            <summary>
            Cached name for the 'ScrollLimitBottom' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.PropertyName.Scrollbar">
            <summary>
            Cached name for the 'Scrollbar' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.PropertyName._controllerScrollAmount">
            <summary>
            Cached name for the '_controllerScrollAmount' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.PropertyName._startDragPosY">
            <summary>
            Cached name for the '_startDragPosY' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.PropertyName._targetDragPosY">
            <summary>
            Cached name for the '_targetDragPosY' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.PropertyName._isDragging">
            <summary>
            Cached name for the '_isDragging' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.PropertyName._paddingTop">
            <summary>
            Cached name for the '_paddingTop' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.PropertyName._paddingBottom">
            <summary>
            Cached name for the '_paddingBottom' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.PropertyName._content">
            <summary>
            Cached name for the '_content' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.PropertyName._scrollbarPressed">
            <summary>
            Cached name for the '_scrollbarPressed' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.PropertyName._disableScrollingIfContentFits">
            <summary>
            Cached name for the '_disableScrollingIfContentFits' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollableContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar._GuiInput(Godot.InputEvent)">
            <summary>
            WARNING: If overriding, be sure to call the base function to retain
            OnPressDown and OnRelease functionality.
            </summary>
            <param name="inputEvent"></param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.MethodName._GuiInput">
            <summary>
            Cached name for the '_GuiInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.MethodName.SetValueBasedOnMousePosition">
            <summary>
            Cached name for the 'SetValueBasedOnMousePosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.MethodName.SetValueWithoutAnimation">
            <summary>
            Cached name for the 'SetValueWithoutAnimation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.MethodName.UpdateHandlePosition">
            <summary>
            Cached name for the 'UpdateHandlePosition' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.PropertyName._handle">
            <summary>
            Cached name for the '_handle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.PropertyName._currentHandlePosition">
            <summary>
            Cached name for the '_currentHandlePosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.PropertyName._currentVelocity">
            <summary>
            Cached name for the '_currentVelocity' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.PropertyName._isDragging">
            <summary>
            Cached name for the '_isDragging' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.SignalName.MouseReleased">
            <summary>
            Cached name for the 'MouseReleased' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.SignalName.MousePressed">
            <summary>
            Cached name for the 'MousePressed' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.MouseReleased">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.MouseReleasedEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.MousePressed">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.MousePressedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NScrollbar.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider">
            <summary>
            A Slider class which doesn't rely on Godot's Slider class.
            Advantages are that the handle interpolates between positions and you can define the slider area/handle without
            restrictions imposed by the theming system.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider._GuiInput(Godot.InputEvent)">
            <summary>
            WARNING: If overriding, be sure to call the base function to retain
            OnPressDown and OnRelease functionality.
            </summary>
            <param name="inputEvent"></param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.MethodName._GuiInput">
            <summary>
            Cached name for the '_GuiInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.MethodName.SetValueBasedOnMousePosition">
            <summary>
            Cached name for the 'SetValueBasedOnMousePosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.MethodName.SetValueWithoutAnimation">
            <summary>
            Cached name for the 'SetValueWithoutAnimation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.MethodName.UpdateHandlePosition">
            <summary>
            Cached name for the 'UpdateHandlePosition' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.PropertyName._handle">
            <summary>
            Cached name for the '_handle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.PropertyName._currentHandlePosition">
            <summary>
            Cached name for the '_currentHandlePosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.PropertyName._currentVelocity">
            <summary>
            Cached name for the '_currentVelocity' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.PropertyName._isDragging">
            <summary>
            Cached name for the '_isDragging' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.SignalName.MouseReleased">
            <summary>
            Cached name for the 'MouseReleased' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.SignalName.MousePressed">
            <summary>
            Cached name for the 'MousePressed' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.MouseReleased">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.MouseReleasedEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.MousePressed">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.MousePressedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.NSlider.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.TweenHelper.AwaitFinished(Godot.Tween,Godot.Node)">
            <summary>
            Awaits the tween's <see cref="F:Godot.Tween.SignalName.Finished"/> signal, automatically cancelling when the
            owning node exits the tree. Unlike <c>ToSignal(tween, Tween.SignalName.Finished)</c>, this will not
            hang when the tween is killed (e.g. because the node exited the tree and bound tweens stop processing).
            </summary>
            <remarks>
            <c>Tween.Kill()</c> does not emit the <c>finished</c> signal (see <c>scene/animation/tween.cpp</c>).
            <c>ToSignal</c> connects via <c>CONNECT_ONE_SHOT</c>, but one-shot cleanup only runs during signal
            emission (<c>object.cpp</c>). Since the signal is never emitted, the <c>SignalAwaiterCallable</c>
            remains in the tween's signal map, holding a strong GC handle that pins the <c>SignalAwaiter</c> and
            the async state machine. The state machine in turn holds the tween reference, forming a reference cycle
            across the managed/native boundary that persists for the lifetime of the process.
            This method sidesteps that by cancelling via the node's <c>TreeExiting</c> signal, which fires before
            the node is freed.
            </remarks>
            <returns>
            <c>true</c> if the tween finished normally and the owner is still alive when control returns to the caller.
            <c>false</c> if the owner exited the tree before the tween completed, OR if the owner was freed between the
            tween's <c>Finished</c> signal firing and the caller's continuation resuming.
            Callers should bail out early when <c>false</c> is returned.
            </returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.GodotExtensions.TweenHelper.AwaitFinished(Godot.Tween,System.Threading.CancellationToken)">
            <summary>
            Awaits the tween's <see cref="F:Godot.Tween.SignalName.Finished"/> signal with cancellation support.
            Unlike <c>ToSignal(tween, Tween.SignalName.Finished)</c>, this will not hang when the tween is killed,
            provided the caller cancels the token.
            </summary>
            <remarks>
            <c>Tween.Kill()</c> does not emit the <c>finished</c> signal (see <c>scene/animation/tween.cpp</c>).
            <c>ToSignal</c> connects via <c>CONNECT_ONE_SHOT</c>, but one-shot cleanup only runs during signal
            emission (<c>object.cpp</c>). Since the signal is never emitted, the <c>SignalAwaiterCallable</c>
            remains in the tween's signal map, holding a strong GC handle that pins the <c>SignalAwaiter</c> and
            the async state machine. The state machine in turn holds the tween reference, forming a reference cycle
            across the managed/native boundary that persists for the lifetime of the process.
            This method sidesteps that by using a <see cref="T:System.Threading.Tasks.TaskCompletionSource"/> that can be cancelled externally.
            </remarks>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipCardContainer.LayoutResizeAndReposition(Godot.Vector2,MegaCrit.Sts2.Core.HoverTips.HoverTipAlignment)">
            <summary>
            Lays out cards vertically, then horizontally, then sets the position and the size of the container according
            to the passed global start position and alignment.
            </summary>
            <param name="globalStartLocation">Where to start positioning nodes.</param>
            <param name="alignment">Which side of the global start location the cards should be placed on.</param>
            <returns></returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipCardContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipCardContainer.MethodName.LayoutResizeAndReposition">
            <summary>
            Cached name for the 'LayoutResizeAndReposition' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipCardContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipCardContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipCardContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipCardContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipCardContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipCardContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipCardContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.shouldBlockHoverTips">
            <summary>
            Blocks hover tips from displaying. Useful for situations such as while you are using card/potion targeting
            WARNING: Be very careful when modifying this!!! Make sure that if you set it to true, that you set it back to false!
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.SetFollowOwner">
            <summary>
            Allows the HoverTip to follow the node it's tied to.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.SetAlignment(Godot.Control,MegaCrit.Sts2.Core.HoverTips.HoverTipAlignment)">
            <summary>
            Sets the position of the hover tip relative to the given node based on the alignment set.
            </summary>
            <param name="node">The control node that we are aligning the hover tip to</param>.
            <param name="alignment">Dictates the position of the hover tip relative to the given node.
            ie: top left side of the node, Top right side of the node</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.SetAlignmentForRelic(MegaCrit.Sts2.Core.Nodes.Relics.NRelic)">
            <summary>
            Align the hover tip for the given relic. We separate it because there are special positioning
            rules for relics.
            </summary>
            <param name="relic">The relic we are aligning too</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.SetAlignmentForCardHolder(MegaCrit.Sts2.Core.Nodes.Cards.Holders.NCardHolder)">
            <summary>
            Positions the hovertips given a Card. We separate it because there are special positioning
            rules for cards.
            </summary>
            <param name="holder">The holder that we are aligning to</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.SetExtraFollowOffset(Godot.Vector2)">
            <summary>
            Adds a static offset to a HoverTip when it's following a node.
            Used when the default offset doesn't have enough padding.
            See NLabPotionHolder for example.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.MethodName.SetFollowOwner">
            <summary>
            Cached name for the 'SetFollowOwner' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.MethodName.CreateAndShowMapPointHistory">
            <summary>
            Cached name for the 'CreateAndShowMapPointHistory' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.MethodName.SetAlignment">
            <summary>
            Cached name for the 'SetAlignment' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.MethodName.SetAlignmentForRelic">
            <summary>
            Cached name for the 'SetAlignmentForRelic' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.MethodName.SetAlignmentForCardHolder">
            <summary>
            Cached name for the 'SetAlignmentForCardHolder' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.MethodName.CorrectVerticalOverflow">
            <summary>
            Cached name for the 'CorrectVerticalOverflow' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.MethodName.CorrectHorizontalOverflow">
            <summary>
            Cached name for the 'CorrectHorizontalOverflow' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.MethodName.Clear">
            <summary>
            Cached name for the 'Clear' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.MethodName.Remove">
            <summary>
            Cached name for the 'Remove' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.MethodName.SetExtraFollowOffset">
            <summary>
            Cached name for the 'SetExtraFollowOffset' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.PropertyName.TextHoverTipDimensions">
            <summary>
            Cached name for the 'TextHoverTipDimensions' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.PropertyName.CardHoverTipDimensions">
            <summary>
            Cached name for the 'CardHoverTipDimensions' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.PropertyName._textHoverTipContainer">
            <summary>
            Cached name for the '_textHoverTipContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.PropertyName._cardHoverTipContainer">
            <summary>
            Cached name for the '_cardHoverTipContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.PropertyName._owner">
            <summary>
            Cached name for the '_owner' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.PropertyName._followOwner">
            <summary>
            Cached name for the '_followOwner' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.PropertyName._followOffset">
            <summary>
            Cached name for the '_followOffset' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.PropertyName._extraOffset">
            <summary>
            Cached name for the '_extraOffset' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.HoverTips.NHoverTipSet.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.HoverTips.NMapPointHistoryHoverTip.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NMapPointHistoryHoverTip.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NMapPointHistoryHoverTip.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NMapPointHistoryHoverTip.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NMapPointHistoryHoverTip.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.HoverTips.NMapPointHistoryHoverTip.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NMapPointHistoryHoverTip.PropertyName._floorNum">
            <summary>
            Cached name for the '_floorNum' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NMapPointHistoryHoverTip.PropertyName._playerId">
            <summary>
            Cached name for the '_playerId' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NMapPointHistoryHoverTip.PropertyName._titleLabel">
            <summary>
            Cached name for the '_titleLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NMapPointHistoryHoverTip.PropertyName._playerStats">
            <summary>
            Cached name for the '_playerStats' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NMapPointHistoryHoverTip.PropertyName._roomStats">
            <summary>
            Cached name for the '_roomStats' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NMapPointHistoryHoverTip.PropertyName._rewardStatsContainer">
            <summary>
            Cached name for the '_rewardStatsContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NMapPointHistoryHoverTip.PropertyName._skippedStatsContainer">
            <summary>
            Cached name for the '_skippedStatsContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.HoverTips.NMapPointHistoryHoverTip.PropertyName._actionStats">
            <summary>
            Cached name for the '_actionStats' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NMapPointHistoryHoverTip.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NMapPointHistoryHoverTip.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NMapPointHistoryHoverTip.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NMapPointHistoryHoverTip.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.HoverTips.NMapPointHistoryHoverTip.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.HoverTips.NMapPointHistoryHoverTip.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NGenericPopup">
            <summary>
            Vertical popup used in several places to get confirmation for actions.
            Renders above the capstone screens (above top bar).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NGenericPopup.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NGenericPopup.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NGenericPopup.MethodName.OnYesButtonPressed">
            <summary>
            Cached name for the 'OnYesButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NGenericPopup.MethodName.OnNoButtonPressed">
            <summary>
            Cached name for the 'OnNoButtonPressed' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NGenericPopup.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NGenericPopup.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NGenericPopup.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NGenericPopup.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NGenericPopup.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NGenericPopup.PropertyName._verticalPopup">
            <summary>
            Cached name for the '_verticalPopup' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NGenericPopup.PropertyName._steamId">
            <summary>
            Cached name for the '_steamId' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NGenericPopup.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NGenericPopup.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NGenericPopup.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NGenericPopup.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NGenericPopup.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NGenericPopup.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NInvitePlayersButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NInvitePlayersButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NInvitePlayersButton.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NInvitePlayersButton.MethodName.UpdateVisibility">
            <summary>
            Cached name for the 'UpdateVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NInvitePlayersButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NInvitePlayersButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NInvitePlayersButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NInvitePlayersButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NInvitePlayersButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NInvitePlayersButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NInvitePlayersButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NInvitePlayersButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NInvitePlayersButton.PropertyName._shaderMaterial">
            <summary>
            Cached name for the '_shaderMaterial' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NInvitePlayersButton.PropertyName._container">
            <summary>
            Cached name for the '_container' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NInvitePlayersButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NInvitePlayersButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NInvitePlayersButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NInvitePlayersButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NInvitePlayersButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NInvitePlayersButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerCardIntent.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerCardIntent.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerCardIntent.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerCardIntent.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerCardIntent.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerCardIntent.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerCardIntent.PropertyName._cardNode">
            <summary>
            Cached name for the '_cardNode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerCardIntent.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerCardIntent.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerCardIntent.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerCardIntent.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerCardIntent.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerCardIntent.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerNetworkProblemIndicator">
            <summary>
            This indicator is displayed over players' indicators when we detect that our connection with them is bad.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerNetworkProblemIndicator.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerNetworkProblemIndicator.MethodName.Initialize">
            <summary>
            Cached name for the 'Initialize' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerNetworkProblemIndicator.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerNetworkProblemIndicator.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerNetworkProblemIndicator.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerNetworkProblemIndicator.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerNetworkProblemIndicator.PropertyName.IsShown">
            <summary>
            Cached name for the 'IsShown' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerNetworkProblemIndicator.PropertyName._peerId">
            <summary>
            Cached name for the '_peerId' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerNetworkProblemIndicator.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerNetworkProblemIndicator.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerNetworkProblemIndicator.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerNetworkProblemIndicator.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerNetworkProblemIndicator.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerNetworkProblemIndicator.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerNetworkProblemIndicator.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState">
            <summary>
            Displays the player's relics and deck.
            Shown when a player clicks a remote player.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.OnRelicClicked(MegaCrit.Sts2.Core.Nodes.Relics.NRelic)">
            <summary>
            Opens the Inspect Relic screen and allows the player to paginate through the rest of the top bar relics.
            </summary>
            <param name="node"></param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.MethodName.AfterCapstoneOpened">
            <summary>
            Cached name for the 'AfterCapstoneOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.MethodName.AfterCapstoneClosed">
            <summary>
            Cached name for the 'AfterCapstoneClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.MethodName.ShowEntry">
            <summary>
            Cached name for the 'ShowEntry' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.MethodName.BackButtonPressed">
            <summary>
            Cached name for the 'BackButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.MethodName.OnRelicClicked">
            <summary>
            Cached name for the 'OnRelicClicked' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.MethodName.UpdateNavigation">
            <summary>
            Cached name for the 'UpdateNavigation' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.PropertyName.UseSharedBackstop">
            <summary>
            Cached name for the 'UseSharedBackstop' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.PropertyName.ScreenType">
            <summary>
            Cached name for the 'ScreenType' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.PropertyName._playerNameLabel">
            <summary>
            Cached name for the '_playerNameLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.PropertyName._cardsHeader">
            <summary>
            Cached name for the '_cardsHeader' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.PropertyName._cardContainer">
            <summary>
            Cached name for the '_cardContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.PropertyName._backButton">
            <summary>
            Cached name for the '_backButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.PropertyName._potionsHeader">
            <summary>
            Cached name for the '_potionsHeader' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.PropertyName._potionContainer">
            <summary>
            Cached name for the '_potionContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.PropertyName._relicsHeader">
            <summary>
            Cached name for the '_relicsHeader' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.PropertyName._relicContainer">
            <summary>
            Cached name for the '_relicContainer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerExpandedState.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler">
             <summary>
             Handles the following:
              - Displaying "intents" for remote players when they hover over potions, cards, relics, and powers
              - Pulling cards that are executing player choice from the play pile and displaying them above the player's head
                with some thinky dots, then returning those cards to the play queue
              - Displaying relics, potions, and powers that are executing player choice and displaying them above the player's head
                with thinky dots
            
             Note that none of these are executed in singleplayer.
             For the local player in multiplayer, the first responsibility is excluded (we know what we're hovering). However,
             the last two points still apply.
             </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.MethodName.OnHitboxEntered">
            <summary>
            Cached name for the 'OnHitboxEntered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.MethodName.OnHitboxExited">
            <summary>
            Cached name for the 'OnHitboxExited' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.MethodName.OnHoverChanged">
            <summary>
            Cached name for the 'OnHoverChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.MethodName.RefreshHoverDisplay">
            <summary>
            Cached name for the 'RefreshHoverDisplay' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.MethodName.OnPeerInputStateChanged">
            <summary>
            Cached name for the 'OnPeerInputStateChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.MethodName.OnPeerInputStateRemoved">
            <summary>
            Cached name for the 'OnPeerInputStateRemoved' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.MethodName.HideThinkyDots">
            <summary>
            Cached name for the 'HideThinkyDots' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.MethodName.RefreshHoverTips">
            <summary>
            Cached name for the 'RefreshHoverTips' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.PropertyName.CardIntent">
            <summary>
            Cached name for the 'CardIntent' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.PropertyName._cardIntent">
            <summary>
            Cached name for the '_cardIntent' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.PropertyName._relicIntent">
            <summary>
            Cached name for the '_relicIntent' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.PropertyName._potionIntent">
            <summary>
            Cached name for the '_potionIntent' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.PropertyName._powerIntent">
            <summary>
            Cached name for the '_powerIntent' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.PropertyName._hitbox">
            <summary>
            Cached name for the '_hitbox' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.PropertyName._targetingIndicator">
            <summary>
            Cached name for the '_targetingIndicator' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.PropertyName._cardThinkyDots">
            <summary>
            Cached name for the '_cardThinkyDots' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.PropertyName._relicThinkyDots">
            <summary>
            Cached name for the '_relicThinkyDots' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.PropertyName._potionThinkyDots">
            <summary>
            Cached name for the '_potionThinkyDots' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.PropertyName._powerThinkyDots">
            <summary>
            Cached name for the '_powerThinkyDots' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.PropertyName._shouldShowHoverTip">
            <summary>
            Cached name for the '_shouldShowHoverTip' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.PropertyName._hoverTips">
            <summary>
            Cached name for the '_hoverTips' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.PropertyName._isInPlayerChoice">
            <summary>
            Cached name for the '_isInPlayerChoice' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.PropertyName._cardInPlayAwaitingPlayerChoice">
            <summary>
            Cached name for the '_cardInPlayAwaitingPlayerChoice' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerIntentHandler.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.OnCreatureValueChanged">
            <summary>
            Cached name for the 'OnCreatureValueChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.RefreshValues">
            <summary>
            Cached name for the 'RefreshValues' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.UpdateHealthBarWidth">
            <summary>
            Cached name for the 'UpdateHealthBarWidth' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.UpdateSelectionReticleWidth">
            <summary>
            Cached name for the 'UpdateSelectionReticleWidth' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.OnEnergyChanged">
            <summary>
            Cached name for the 'OnEnergyChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.OnStarsChanged">
            <summary>
            Cached name for the 'OnStarsChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.RefreshCombatValues">
            <summary>
            Cached name for the 'RefreshCombatValues' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.OnCreatureHovered">
            <summary>
            Cached name for the 'OnCreatureHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.OnCreatureUnhovered">
            <summary>
            Cached name for the 'OnCreatureUnhovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.FlashPlayerReady">
            <summary>
            Cached name for the 'FlashPlayerReady' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.UpdateHighlightedState">
            <summary>
            Cached name for the 'UpdateHighlightedState' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.BlockChanged">
            <summary>
            Cached name for the 'BlockChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.RefreshConnectedState">
            <summary>
            Cached name for the 'RefreshConnectedState' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.OnPlayerVotesCleared">
            <summary>
            Cached name for the 'OnPlayerVotesCleared' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.OnPlayerEndTurnPing">
            <summary>
            Cached name for the 'OnPlayerEndTurnPing' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.FlashEndTurn">
            <summary>
            Cached name for the 'FlashEndTurn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.SetNextTweenTime">
            <summary>
            Cached name for the 'SetNextTweenTime' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.OnPlayerScreenChanged">
            <summary>
            Cached name for the 'OnPlayerScreenChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.TweenLocationIconAway">
            <summary>
            Cached name for the 'TweenLocationIconAway' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.TweenLocationIconIn">
            <summary>
            Cached name for the 'TweenLocationIconIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName.Hitbox">
            <summary>
            Cached name for the 'Hitbox' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._healthBar">
            <summary>
            Cached name for the '_healthBar' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._characterIcon">
            <summary>
            Cached name for the '_characterIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._nameplateLabel">
            <summary>
            Cached name for the '_nameplateLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._topContainer">
            <summary>
            Cached name for the '_topContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._turnEndIndicator">
            <summary>
            Cached name for the '_turnEndIndicator' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._disconnectedIndicator">
            <summary>
            Cached name for the '_disconnectedIndicator' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._networkProblemIndicator">
            <summary>
            Cached name for the '_networkProblemIndicator' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._selectionReticle">
            <summary>
            Cached name for the '_selectionReticle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._locationIcon">
            <summary>
            Cached name for the '_locationIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._locationContainer">
            <summary>
            Cached name for the '_locationContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._energyContainer">
            <summary>
            Cached name for the '_energyContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._energyImage">
            <summary>
            Cached name for the '_energyImage' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._energyCount">
            <summary>
            Cached name for the '_energyCount' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._starContainer">
            <summary>
            Cached name for the '_starContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._starCount">
            <summary>
            Cached name for the '_starCount' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._cardContainer">
            <summary>
            Cached name for the '_cardContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._cardImage">
            <summary>
            Cached name for the '_cardImage' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._cardCount">
            <summary>
            Cached name for the '_cardCount' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._locationIconTween">
            <summary>
            Cached name for the '_locationIconTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._isMouseOver">
            <summary>
            Cached name for the '_isMouseOver' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._isCreatureHovered">
            <summary>
            Cached name for the '_isCreatureHovered' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._isHighlighted">
            <summary>
            Cached name for the '_isHighlighted' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._focusedWhileTargeting">
            <summary>
            Cached name for the '_focusedWhileTargeting' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._nextTweenTime">
            <summary>
            Cached name for the '_nextTweenTime' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.PropertyName._currentLocationIcon">
            <summary>
            Cached name for the '_currentLocationIcon' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerState.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer">
            <summary>
            Displays a list of all the players in the session.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.LockNavigation">
            <summary>
            Lock navigation so you cannot navigate away from the player states
            Important for controller navigation while potion targeting an ally
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.MethodName.UpdateNavigation">
            <summary>
            Cached name for the 'UpdateNavigation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.MethodName.LockNavigation">
            <summary>
            Cached name for the 'LockNavigation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.MethodName.UnlockNavigation">
            <summary>
            Cached name for the 'UnlockNavigation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.MethodName.UpdatePositionAfterOneFrame">
            <summary>
            Cached name for the 'UpdatePositionAfterOneFrame' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.MethodName.UpdatePosition">
            <summary>
            Cached name for the 'UpdatePosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.MethodName.GetTargetPosition">
            <summary>
            Cached name for the 'GetTargetPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.MethodName.AnimHide">
            <summary>
            Cached name for the 'AnimHide' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.MethodName.AnimShow">
            <summary>
            Cached name for the 'AnimShow' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.MethodName.ShowImmediately">
            <summary>
            Cached name for the 'ShowImmediately' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.MethodName.HideImmediately">
            <summary>
            Cached name for the 'HideImmediately' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.PropertyName.FirstPlayerState">
            <summary>
            Cached name for the 'FirstPlayerState' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.PropertyName._hidden">
            <summary>
            Cached name for the '_hidden' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerPlayerStateContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerTimeoutOverlay">
            <summary>
            This overlay is displayed over everything on the client when we lose connection with the host for a long period of
            time.
            It is in both Run and Game. The Game one is only used when we are in the middle of a transition, or if the run isn't
            started yet. Usually, we want to use the Run one because it allows usage of menus (it's under the top bar), but
            sometimes we get locked while we're loading and we still want to display this over everything.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerTimeoutOverlay.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerTimeoutOverlay.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerTimeoutOverlay.MethodName.Relocalize">
            <summary>
            Cached name for the 'Relocalize' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerTimeoutOverlay.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerTimeoutOverlay.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerTimeoutOverlay.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerTimeoutOverlay.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerTimeoutOverlay.PropertyName.IsShown">
            <summary>
            Cached name for the 'IsShown' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerTimeoutOverlay.PropertyName._gameLevel">
            <summary>
            Cached name for the '_gameLevel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerTimeoutOverlay.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerTimeoutOverlay.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerTimeoutOverlay.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerTimeoutOverlay.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerTimeoutOverlay.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerTimeoutOverlay.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerTimeoutOverlay.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerWarningPopup">
            <summary>
            A popup to suggest that the player go and play a singleplayer run first.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerWarningPopup.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerWarningPopup.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerWarningPopup.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerWarningPopup.MethodName.OnBackButtonPressed">
            <summary>
            Cached name for the 'OnBackButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerWarningPopup.MethodName.OnIgnoreButtonPressed">
            <summary>
            Cached name for the 'OnIgnoreButtonPressed' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerWarningPopup.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerWarningPopup.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerWarningPopup.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerWarningPopup.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerWarningPopup.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerWarningPopup.PropertyName._verticalPopup">
            <summary>
            Cached name for the '_verticalPopup' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerWarningPopup.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerWarningPopup.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerWarningPopup.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerWarningPopup.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerWarningPopup.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NMultiplayerWarningPopup.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLoadLobbyPlayerContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLoadLobbyPlayerContainer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLoadLobbyPlayerContainer.MethodName.OnPlayerConnected">
            <summary>
            Cached name for the 'OnPlayerConnected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLoadLobbyPlayerContainer.MethodName.OnPlayerDisconnected">
            <summary>
            Cached name for the 'OnPlayerDisconnected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLoadLobbyPlayerContainer.MethodName.OnPlayerChanged">
            <summary>
            Cached name for the 'OnPlayerChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLoadLobbyPlayerContainer.MethodName.Cleanup">
            <summary>
            Cached name for the 'Cleanup' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLoadLobbyPlayerContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLoadLobbyPlayerContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLoadLobbyPlayerContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLoadLobbyPlayerContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLoadLobbyPlayerContainer.PropertyName._othersLabel">
            <summary>
            Cached name for the '_othersLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLoadLobbyPlayerContainer.PropertyName._container">
            <summary>
            Cached name for the '_container' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLoadLobbyPlayerContainer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLoadLobbyPlayerContainer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLoadLobbyPlayerContainer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLoadLobbyPlayerContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLoadLobbyPlayerContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLoadLobbyPlayerContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.MethodName.RefreshVisuals">
            <summary>
            Cached name for the 'RefreshVisuals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.MethodName.CancelShake">
            <summary>
            Cached name for the 'CancelShake' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.PropertyName.PlayerId">
            <summary>
            Cached name for the 'PlayerId' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.PropertyName._characterIcon">
            <summary>
            Cached name for the '_characterIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.PropertyName._readyIndicator">
            <summary>
            Cached name for the '_readyIndicator' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.PropertyName._disconnectedIndicator">
            <summary>
            Cached name for the '_disconnectedIndicator' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.PropertyName._nameplateLabel">
            <summary>
            Cached name for the '_nameplateLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.PropertyName._characterLabel">
            <summary>
            Cached name for the '_characterLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.PropertyName._platform">
            <summary>
            Cached name for the '_platform' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.PropertyName._isSingleplayer">
            <summary>
            Cached name for the '_isSingleplayer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.PropertyName._playerId">
            <summary>
            Cached name for the '_playerId' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.PropertyName._isReady">
            <summary>
            Cached name for the '_isReady' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.PropertyName._isConnected">
            <summary>
            Cached name for the '_isConnected' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayerContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayerContainer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayerContainer.MethodName.RefreshSoloLabelVisibility">
            <summary>
            Cached name for the 'RefreshSoloLabelVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayerContainer.MethodName.Cleanup">
            <summary>
            Cached name for the 'Cleanup' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayerContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayerContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayerContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayerContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayerContainer.PropertyName._inviteButton">
            <summary>
            Cached name for the '_inviteButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayerContainer.PropertyName._soloLabel">
            <summary>
            Cached name for the '_soloLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayerContainer.PropertyName._container">
            <summary>
            Cached name for the '_container' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayerContainer.PropertyName._displayLocalPlayer">
            <summary>
            Cached name for the '_displayLocalPlayer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayerContainer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayerContainer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayerContainer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayerContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayerContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteLobbyPlayerContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.RefreshSize">
            <summary>
            Resizes remote cursors to match our cursor size.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.MethodName.SetNextPosition">
            <summary>
            Cached name for the 'SetNextPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.MethodName.UpdateImage">
            <summary>
            Cached name for the 'UpdateImage' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.MethodName.GetHotspot">
            <summary>
            Cached name for the 'GetHotspot' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.MethodName.GetTexture">
            <summary>
            Cached name for the 'GetTexture' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.MethodName.RefreshSize">
            <summary>
            Cached name for the 'RefreshSize' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.PropertyName.PlayerId">
            <summary>
            Cached name for the 'PlayerId' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.PropertyName._textureRect">
            <summary>
            Cached name for the '_textureRect' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.PropertyName._lastPositionUpdateMsec">
            <summary>
            Cached name for the '_lastPositionUpdateMsec' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.PropertyName._defaultHotspot">
            <summary>
            Cached name for the '_defaultHotspot' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.PropertyName._drawingHotspot">
            <summary>
            Cached name for the '_drawingHotspot' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.PropertyName._erasingHotspot">
            <summary>
            Cached name for the '_erasingHotspot' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.PropertyName._defaultCursorImage">
            <summary>
            Cached name for the '_defaultCursorImage' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.PropertyName._tiltedCursorImage">
            <summary>
            Cached name for the '_tiltedCursorImage' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.PropertyName._defaultDrawingImage">
            <summary>
            Cached name for the '_defaultDrawingImage' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.PropertyName._tiltedDrawingImage">
            <summary>
            Cached name for the '_tiltedDrawingImage' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.PropertyName._defaultErasingImage">
            <summary>
            Cached name for the '_defaultErasingImage' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.PropertyName._tiltedErasingImage">
            <summary>
            Cached name for the '_tiltedErasingImage' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.PropertyName._defaultCursorTexture">
            <summary>
            Cached name for the '_defaultCursorTexture' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.PropertyName._tiltedCursorTexture">
            <summary>
            Cached name for the '_tiltedCursorTexture' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.PropertyName._defaultDrawingTexture">
            <summary>
            Cached name for the '_defaultDrawingTexture' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.PropertyName._tiltedDrawingTexture">
            <summary>
            Cached name for the '_tiltedDrawingTexture' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.PropertyName._defaultErasingTexture">
            <summary>
            Cached name for the '_defaultErasingTexture' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.PropertyName._tiltedErasingTexture">
            <summary>
            Cached name for the '_tiltedErasingTexture' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.PropertyName._drawingMode">
            <summary>
            Cached name for the '_drawingMode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursor.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer">
            <summary>
            Displays mouse cursors for remote players and syncs the local mouse cursor with remote players.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.ForceUpdateAllCursors">
            <summary>
            Forces all cursors to update their positions, even if they haven't moved.
            When cursor positioning is overridden using Synchronizer.StartOverridingCursorPositioning, call this method if
            the cursor's screen-space position has been affected, even though the cursor has not moved. For instance, in a
            scrollable screen like the map screen, this should be called when the map is scrolled by the local player.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.MethodName.Deinitialize">
            <summary>
            Cached name for the 'Deinitialize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.MethodName.ForceUpdateAllCursors">
            <summary>
            Cached name for the 'ForceUpdateAllCursors' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.MethodName.GetCursorPosition">
            <summary>
            Cached name for the 'GetCursorPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.MethodName.OnInputStateAdded">
            <summary>
            Cached name for the 'OnInputStateAdded' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.MethodName.OnInputStateRemoved">
            <summary>
            Cached name for the 'OnInputStateRemoved' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.MethodName.AddCursor">
            <summary>
            Cached name for the 'AddCursor' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.MethodName.OnInputStateChanged">
            <summary>
            Cached name for the 'OnInputStateChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.MethodName.DrawingCursorStateChanged">
            <summary>
            Cached name for the 'DrawingCursorStateChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.MethodName.GetDrawingMode">
            <summary>
            Cached name for the 'GetDrawingMode' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.MethodName.GetCursor">
            <summary>
            Cached name for the 'GetCursor' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.MethodName.RemoveCursor">
            <summary>
            Cached name for the 'RemoveCursor' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.MethodName.UpdateCursorVisibility">
            <summary>
            Cached name for the 'UpdateCursorVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.MethodName.OnGuiFocusChanged">
            <summary>
            Cached name for the 'OnGuiFocusChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.MethodName.ApplyDebugUiVisibility">
            <summary>
            Cached name for the 'ApplyDebugUiVisibility' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Multiplayer.NRemoteMouseCursorContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NActBanner.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NActBanner.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NActBanner.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NActBanner.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NActBanner.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NActBanner.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NActBanner.PropertyName._actNumber">
            <summary>
            Cached name for the '_actNumber' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NActBanner.PropertyName._actName">
            <summary>
            Cached name for the '_actName' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NActBanner.PropertyName._banner">
            <summary>
            Cached name for the '_banner' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NActBanner.PropertyName._actIndex">
            <summary>
            Cached name for the '_actIndex' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NActBanner.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NActBanner.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NActBanner.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NActBanner.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NActBanner.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NActBanner.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner">
            <summary>
            This VFX dramatically shows the name and epithet of an Ancient when you enter their room.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.GetTextCenterGlyphIndex(System.String,Godot.Font,System.Int32)">
            <summary>
            Returns the index of the glyph in the center of the text.
            Returns a fractional value if the midline is in the middle of a glyph (which it usually is).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.MethodName.UpdateTransform">
            <summary>
            Cached name for the 'UpdateTransform' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.MethodName.UpdateGlyphSpace">
            <summary>
            Cached name for the 'UpdateGlyphSpace' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.MethodName.GetTextCenterGlyphIndex">
            <summary>
            Cached name for the 'GetTextCenterGlyphIndex' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.PropertyName._titleLabel">
            <summary>
            Cached name for the '_titleLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.PropertyName._ancientBannerEffect">
            <summary>
            Cached name for the '_ancientBannerEffect' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.PropertyName._epithetLabel">
            <summary>
            Cached name for the '_epithetLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.PropertyName._moveTween">
            <summary>
            Cached name for the '_moveTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NAncientNameBanner.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NAssetLoader.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NAssetLoader.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NAssetLoader.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NAssetLoader.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NAssetLoader.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NAssetLoader.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NAssetLoader.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NAssetLoader.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NAssetLoader.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NAssetLoader.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NBackgroundModeHandler">
            <summary>
            Limits FPS to 30 when the game window loses focus to reduce GPU load and save battery.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NBackgroundModeHandler.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NBackgroundModeHandler.MethodName._Notification">
            <summary>
            Cached name for the '_Notification' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NBackgroundModeHandler.MethodName.EnterBackgroundMode">
            <summary>
            Cached name for the 'EnterBackgroundMode' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NBackgroundModeHandler.MethodName.ExitBackgroundMode">
            <summary>
            Cached name for the 'ExitBackgroundMode' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NBackgroundModeHandler.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NBackgroundModeHandler.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NBackgroundModeHandler.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NBackgroundModeHandler.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NBackgroundModeHandler.PropertyName._savedMaxFps">
            <summary>
            Cached name for the '_savedMaxFps' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NBackgroundModeHandler.PropertyName._isBackgrounded">
            <summary>
            Cached name for the '_isBackgrounded' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NBackgroundModeHandler.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NBackgroundModeHandler.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NBackgroundModeHandler.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NBackgroundModeHandler.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NBackgroundModeHandler.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NBackgroundModeHandler.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NGame.WindowChangeEventHandler">
            <summary>
            Signal used to force other Scenes to refresh their UI when the
            application Window is updated via updated Settings or ctrl-F or something.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.GameStartupWrapper">
            <summary>
            Wraps game startup and shows an error if there is a problem.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.TryErrorInit">
            <summary>
            Initializes only the components of the game we need to display an error.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.GameStartup">
            <summary>
            Does all the game-level initialization tasks asynchronously.
            Stuff that should happen as early as possible should go in _EnterTree.
            Beware of changing the order of operations in this method. There are dependencies that are non-obvious, and you
            should read and understand the methods you change.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.OnWindowChange">
            <summary>
            Called when we set our Aspect Ratio to Auto mode OR when the size of the window is changed while Aspect Ratio is Auto.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.IsReleaseGame">
            <summary>
            If the game is a release build. i.e. Steam build
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.InitializeGraphicsPreferences">
            <summary>
            Called when the game starts to apply the player's graphics settings.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.ApplyDisplaySettings">
            <summary>
            Used to update graphics settings when we change the resolution or display mode from the options screen.
            </summary>
            <exception cref="T:System.ArgumentOutOfRangeException"></exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.ApplySyncSetting">
            <summary>
            Used to update VSync settings when changed from the options screen.
            </summary>
            <exception cref="T:System.ArgumentOutOfRangeException"></exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.Reset">
            <summary>
            Reset the game instance. Only meant to be called from tests.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame._Notification(System.Int32)">
            <summary>
            Listens for game close request
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.LaunchMainMenu(System.Boolean)">
            <summary>
            Called when the Main Menu is launched for the first time
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.LoadDeferredStartupAssetsAsync">
            <summary>
            Loads remaining atlases, runs ModelDb.Preload, and loads all common/menu assets in background.
            Called after main menu is displayed to not block the user.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.Relocalize">
            <summary>
            Almost nothing changes text when the language is changed. This is called when the language is changed to
            reload all text.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.StartNewSingleplayerRun(MegaCrit.Sts2.Core.Models.CharacterModel,System.Boolean,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Models.ActModel},System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Models.ModifierModel},System.String,MegaCrit.Sts2.Core.Runs.GameMode,System.Int32,System.Nullable{System.DateTimeOffset})">
            <summary>
            Start a new singleplayer run on both the front and back ends.
            </summary>
            <param name="character">The character that the player is playing as.</param>
            <param name="shouldSave">Whether a save file should be created for the run.</param>
            <param name="acts">The canonical acts that should be in the run.</param>
            <param name="modifiers">The modifiers that are applied to the run.</param>
            <param name="seed">The seed that the run's RNG should use.</param>
            <param name="gameMode">The type of game mode that we're starting.</param>
            <param name="ascensionLevel">The ascension level that the run should be played at.</param>
            <param name="dailyTime">Time used to determine the daily run info. Null if not a daily run.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.StartNewMultiplayerRun(MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.StartRunLobby,System.Boolean,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Models.ActModel},System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Models.ModifierModel},System.String,System.Int32,System.Nullable{System.DateTimeOffset})">
            <summary>
            Start a new multiplayer run on both the front and back ends.
            </summary>
            <param name="lobby">The lobby containing the multiplayer info.</param>
            <param name="shouldSave">Whether a save file should be created for the run.</param>
            <param name="acts">The canonical acts that should be in the run.</param>
            <param name="modifiers">The modifiers that are applied to the run.</param>
            <param name="seed">The seed that the run's RNG should use.</param>
            <param name="ascensionLevel">The ascension level that the run should be played at.</param>
            <param name="dailyTime">Time used to determine the daily run info. Null if not a daily run.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.OnNewModDetected(MegaCrit.Sts2.Core.Modding.Mod)">
            <summary>
            Called when we detect that a mod is installed during runtime. Displays a warning telling the user that the mod
            won't be loaded until after a restart.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.CheckShowSaveFileError(MegaCrit.Sts2.Core.Saves.ReadSaveResult{MegaCrit.Sts2.Core.Saves.SerializableProgress},MegaCrit.Sts2.Core.Saves.ReadSaveResult{MegaCrit.Sts2.Core.Saves.PrefsSave},MegaCrit.Sts2.Core.Saves.ReadSaveResult{MegaCrit.Sts2.Core.Saves.SettingsSave})">
            <summary>
            If either the settings or the progress save failed to load, then this displays an error popup notifying the player
            and asking them to send logs. Does nothing otherwise.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.CheckShowLocalizationOverrideErrors">
            <summary>
            If localization validation errors were found in user override files, displays a popup notifying the user.
            Shows summary of errors (count and file paths) and directs user to check console logs for details.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.InitializePlatform">
            <summary>
            Contains platform-specific initialization. This must complete before the game can be allowed to proceed.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NGame.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.OnWindowChange">
            <summary>
            Cached name for the 'OnWindowChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.IsMainThread">
            <summary>
            Cached name for the 'IsMainThread' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.IsReleaseGame">
            <summary>
            Cached name for the 'IsReleaseGame' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.InitializeGraphicsPreferences">
            <summary>
            Cached name for the 'InitializeGraphicsPreferences' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.ApplyDisplaySettings">
            <summary>
            Cached name for the 'ApplyDisplaySettings' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.GetInspectRelicScreen">
            <summary>
            Cached name for the 'GetInspectRelicScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.GetInspectCardScreen">
            <summary>
            Cached name for the 'GetInspectCardScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.ApplySyncSetting">
            <summary>
            Cached name for the 'ApplySyncSetting' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.Reset">
            <summary>
            Cached name for the 'Reset' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName._Notification">
            <summary>
            Cached name for the '_Notification' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.Quit">
            <summary>
            Cached name for the 'Quit' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.Relocalize">
            <summary>
            Cached name for the 'Relocalize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.ReloadMainMenu">
            <summary>
            Cached name for the 'ReloadMainMenu' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.ToggleFullscreen">
            <summary>
            Cached name for the 'ToggleFullscreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.DebugModifyTimescale">
            <summary>
            Cached name for the 'DebugModifyTimescale' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.ActivateWorldEnvironment">
            <summary>
            Cached name for the 'ActivateWorldEnvironment' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.DeactivateWorldEnvironment">
            <summary>
            Cached name for the 'DeactivateWorldEnvironment' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.SetScreenShakeTarget">
            <summary>
            Cached name for the 'SetScreenShakeTarget' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.ClearScreenShakeTarget">
            <summary>
            Cached name for the 'ClearScreenShakeTarget' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.ScreenShake">
            <summary>
            Cached name for the 'ScreenShake' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.ScreenRumble">
            <summary>
            Cached name for the 'ScreenRumble' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.ScreenShakeTrauma">
            <summary>
            Cached name for the 'ScreenShakeTrauma' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.DoHitStop">
            <summary>
            Cached name for the 'DoHitStop' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.ToggleTrailerMode">
            <summary>
            Cached name for the 'ToggleTrailerMode' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.SetScreenshakeMultiplier">
            <summary>
            Cached name for the 'SetScreenshakeMultiplier' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.InitPools">
            <summary>
            Cached name for the 'InitPools' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.CheckShowLocalizationOverrideErrors">
            <summary>
            Cached name for the 'CheckShowLocalizationOverrideErrors' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.OnSteamNoLongerRunning">
            <summary>
            Cached name for the 'OnSteamNoLongerRunning' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.LogResourceStats">
            <summary>
            Cached name for the 'LogResourceStats' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.FormatBytes">
            <summary>
            Cached name for the 'FormatBytes' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.IsGameFocusedWindow">
            <summary>
            Cached name for the 'IsGameFocusedWindow' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.MethodName.GetOrCreateFeedbackScreen">
            <summary>
            Cached name for the 'GetOrCreateFeedbackScreen' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.RootSceneContainer">
            <summary>
            Cached name for the 'RootSceneContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.HoverTipsContainer">
            <summary>
            Cached name for the 'HoverTipsContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.MainMenu">
            <summary>
            Cached name for the 'MainMenu' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.CurrentRunNode">
            <summary>
            Cached name for the 'CurrentRunNode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.LogoAnimation">
            <summary>
            Cached name for the 'LogoAnimation' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.Transition">
            <summary>
            Cached name for the 'Transition' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.TimeoutOverlay">
            <summary>
            Cached name for the 'TimeoutOverlay' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.AudioManager">
            <summary>
            Cached name for the 'AudioManager' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.RemoteCursorContainer">
            <summary>
            Cached name for the 'RemoteCursorContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.InputManager">
            <summary>
            Cached name for the 'InputManager' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.HotkeyManager">
            <summary>
            Cached name for the 'HotkeyManager' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.FeedbackScreen">
            <summary>
            Cached name for the 'FeedbackScreen' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.ReactionWheel">
            <summary>
            Cached name for the 'ReactionWheel' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.ReactionContainer">
            <summary>
            Cached name for the 'ReactionContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.CursorManager">
            <summary>
            Cached name for the 'CursorManager' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.DebugAudio">
            <summary>
            Cached name for the 'DebugAudio' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.DebugSeedOverride">
            <summary>
            Cached name for the 'DebugSeedOverride' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.StartOnMainMenu">
            <summary>
            Cached name for the 'StartOnMainMenu' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.InspectRelicScreen">
            <summary>
            Cached name for the 'InspectRelicScreen' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.InspectCardScreen">
            <summary>
            Cached name for the 'InspectCardScreen' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.ScreenshakeTarget">
            <summary>
            Cached name for the 'ScreenshakeTarget' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.WorldEnvironment">
            <summary>
            Cached name for the 'WorldEnvironment' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName.HitStop">
            <summary>
            Cached name for the 'HitStop' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName._inspectionContainer">
            <summary>
            Cached name for the '_inspectionContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.PropertyName._screenShake">
            <summary>
            Cached name for the '_screenShake' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NGame.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.SignalName.WindowChange">
            <summary>
            Cached name for the 'WindowChange' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NGame.SignalName.PhobiaModeToggled">
            <summary>
            Cached name for the 'PhobiaModeToggled' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.NGame.WindowChange">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.NGame.WindowChangeEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.NGame.PhobiaModeToggled">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.NGame.PhobiaModeToggledEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NGame.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NMuteInBackgroundHandler">
            <summary>
            Responsible for muting audio when the game enters the background, if the player has the setting set.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NMuteInBackgroundHandler.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NMuteInBackgroundHandler.MethodName._Notification">
            <summary>
            Cached name for the '_Notification' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NMuteInBackgroundHandler.MethodName.Mute">
            <summary>
            Cached name for the 'Mute' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NMuteInBackgroundHandler.MethodName.Unmute">
            <summary>
            Cached name for the 'Unmute' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NMuteInBackgroundHandler.MethodName.SetMasterVolume">
            <summary>
            Cached name for the 'SetMasterVolume' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NMuteInBackgroundHandler.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NMuteInBackgroundHandler.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NMuteInBackgroundHandler.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NMuteInBackgroundHandler.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NMuteInBackgroundHandler.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NMuteInBackgroundHandler.PropertyName._lastFocusOutMsec">
            <summary>
            Cached name for the '_lastFocusOutMsec' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NMuteInBackgroundHandler.PropertyName._loggedEnvironment">
            <summary>
            Cached name for the '_loggedEnvironment' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NMuteInBackgroundHandler.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NMuteInBackgroundHandler.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NMuteInBackgroundHandler.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NMuteInBackgroundHandler.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NMuteInBackgroundHandler.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NMuteInBackgroundHandler.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NRun">
            <summary>
            The root Node which contains reference to all other game system Nodes in a given run.
            For example: Run.Node.TopBar.Settings can get you access to the TopBarSettingsButton node.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NRun.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NRun.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NRun.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NRun.MethodName._Notification">
            <summary>
            Cached name for the '_Notification' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NRun.MethodName.SetCurrentRoom">
            <summary>
            Cached name for the 'SetCurrentRoom' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NRun.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NRun.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NRun.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NRun.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NRun.PropertyName.CombatRoom">
            <summary>
            Cached name for the 'CombatRoom' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NRun.PropertyName.TreasureRoom">
            <summary>
            Cached name for the 'TreasureRoom' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NRun.PropertyName.EventRoom">
            <summary>
            Cached name for the 'EventRoom' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NRun.PropertyName.RestSiteRoom">
            <summary>
            Cached name for the 'RestSiteRoom' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NRun.PropertyName.MapRoom">
            <summary>
            Cached name for the 'MapRoom' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NRun.PropertyName.MerchantRoom">
            <summary>
            Cached name for the 'MerchantRoom' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NRun.PropertyName.GlobalUi">
            <summary>
            Cached name for the 'GlobalUi' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NRun.PropertyName.RunMusicController">
            <summary>
            Cached name for the 'RunMusicController' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NRun.PropertyName._cardScene">
            <summary>
            Cached name for the '_cardScene' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NRun.PropertyName._roomContainer">
            <summary>
            Cached name for the '_roomContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NRun.PropertyName._testButton">
            <summary>
            Cached name for the '_testButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NRun.PropertyName._seedLabel">
            <summary>
            Cached name for the '_seedLabel' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NRun.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NRun.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NRun.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NRun.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NRun.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NRun.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NSceneContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NSceneContainer.MethodName.SetCurrentScene">
            <summary>
            Cached name for the 'SetCurrentScene' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NSceneContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NSceneContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NSceneContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NSceneContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NSceneContainer.PropertyName.CurrentScene">
            <summary>
            Cached name for the 'CurrentScene' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NSceneContainer.PropertyName._currentScene">
            <summary>
            Cached name for the '_currentScene' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NSceneContainer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NSceneContainer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NSceneContainer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NSceneContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NSceneContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NSceneContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NTransition">
            <summary>
            Manages the fancy screen to screen transitions that use the SDF shader.
            FadeOut = Fades out the current screen. This means the screen becomes black.
            FadeIn = Fades the screen in. This means the screen becomes revealed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NTransition.RoomFadeOut">
            <summary>
            The gradient sweep transition when players move from room to room.
            This replaced the spiral room transition animation.
            Note that this utilizes TWO images to accomplish this transition, a simple backdrop fade + gradient sweep.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NTransition.RoomFadeIn(System.Boolean)">
            <summary>
            Uses the SimpleTransition ColorRect to fade from black -> seeing the next room.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NTransition.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NTransition.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NTransition.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NTransition.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NTransition.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NTransition.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NTransition.PropertyName.InTransition">
            <summary>
            Cached name for the 'InTransition' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NTransition.PropertyName._initialGradientYPosition">
            <summary>
            Cached name for the '_initialGradientYPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NTransition.PropertyName._targetGradientYPosition">
            <summary>
            Cached name for the '_targetGradientYPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NTransition.PropertyName._gradientTransition">
            <summary>
            Cached name for the '_gradientTransition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NTransition.PropertyName._simpleTransition">
            <summary>
            Cached name for the '_simpleTransition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.NTransition.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NTransition.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NTransition.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NTransition.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NTransition.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.NTransition.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.NTransition.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.MethodName.UpdateVisuals">
            <summary>
            Cached name for the 'UpdateVisuals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.MethodName.Flash">
            <summary>
            Cached name for the 'Flash' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.PropertyName._outline">
            <summary>
            Cached name for the '_outline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.PropertyName._visualContainer">
            <summary>
            Cached name for the '_visualContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.PropertyName._labelContainer">
            <summary>
            Cached name for the '_labelContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.PropertyName._passiveLabel">
            <summary>
            Cached name for the '_passiveLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.PropertyName._evokeLabel">
            <summary>
            Cached name for the '_evokeLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.PropertyName._bounds">
            <summary>
            Cached name for the '_bounds' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.PropertyName._flashParticle">
            <summary>
            Cached name for the '_flashParticle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.PropertyName._selectionReticle">
            <summary>
            Cached name for the '_selectionReticle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.PropertyName._isLocal">
            <summary>
            Cached name for the '_isLocal' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.PropertyName._sprite">
            <summary>
            Cached name for the '_sprite' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.PropertyName._curTween">
            <summary>
            Cached name for the '_curTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Orbs.NOrb.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.MethodName.RemoveSlotAnim">
            <summary>
            Cached name for the 'RemoveSlotAnim' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.MethodName.AddSlotAnim">
            <summary>
            Cached name for the 'AddSlotAnim' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.MethodName.AddOrbAnim">
            <summary>
            Cached name for the 'AddOrbAnim' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.MethodName.UpdateControllerNavigation">
            <summary>
            Cached name for the 'UpdateControllerNavigation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.MethodName.TweenLayout">
            <summary>
            Cached name for the 'TweenLayout' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.MethodName.UpdateVisuals">
            <summary>
            Cached name for the 'UpdateVisuals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.MethodName.ClearOrbs">
            <summary>
            Cached name for the 'ClearOrbs' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.PropertyName.IsLocal">
            <summary>
            Cached name for the 'IsLocal' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.PropertyName.DefaultFocusOwner">
            <summary>
            Cached name for the 'DefaultFocusOwner' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.PropertyName._orbContainer">
            <summary>
            Cached name for the '_orbContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.PropertyName._creatureNode">
            <summary>
            Cached name for the '_creatureNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.PropertyName._curTween">
            <summary>
            Cached name for the '_curTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Orbs.NOrbManager.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Pooling.IPoolable.OnInstantiated">
            <summary>
            Called the first time an object is instantiated for use in a pool.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Pooling.IPoolable.OnReturnedFromPool">
            <summary>
            Called when a pooled object is retrieved from a pool.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Pooling.IPoolable.OnFreedToPool">
            <summary>
            Called when a pooled object is freed and put back into a pool for reuse later.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Pooling.NodePool`1.DebugFreeObjects">
            <summary>
            WARNING: ONLY USE THIS PROPERTY FOR DEBUGGING!
            All of this pool's free objects.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.Create(MegaCrit.Sts2.Core.Models.PotionModel)">
            <summary>
            Create an instance of the node.
            Null if we're in test mode.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.MethodName.Reload">
            <summary>
            Cached name for the 'Reload' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.MethodName.DoFlash">
            <summary>
            Cached name for the 'DoFlash' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.MethodName.DoBounce">
            <summary>
            Cached name for the 'DoBounce' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.PropertyName.Image">
            <summary>
            Cached name for the 'Image' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.PropertyName.Outline">
            <summary>
            Cached name for the 'Outline' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.PropertyName._container">
            <summary>
            Cached name for the '_container' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.PropertyName._bounceTween">
            <summary>
            Cached name for the '_bounceTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.PropertyName._obtainedTween">
            <summary>
            Cached name for the '_obtainedTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Potions.NPotion.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.MethodName.ConnectPlayerEvents">
            <summary>
            Cached name for the 'ConnectPlayerEvents' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.MethodName.DisconnectPlayerEvents">
            <summary>
            Cached name for the 'DisconnectPlayerEvents' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.MethodName.GrowPotionHolders">
            <summary>
            Cached name for the 'GrowPotionHolders' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.MethodName.UpdateNavigation">
            <summary>
            Cached name for the 'UpdateNavigation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.MethodName.PotionFtueCheck">
            <summary>
            Cached name for the 'PotionFtueCheck' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.MethodName.PlayAddFailedAnim">
            <summary>
            Cached name for the 'PlayAddFailedAnim' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.MethodName.OnPotionHolderFocused">
            <summary>
            Cached name for the 'OnPotionHolderFocused' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.MethodName.OnPotionHolderUnfocused">
            <summary>
            Cached name for the 'OnPotionHolderUnfocused' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.MethodName.OnPotionShortcutPressed">
            <summary>
            Cached name for the 'OnPotionShortcutPressed' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.PropertyName.FirstPotionControl">
            <summary>
            Cached name for the 'FirstPotionControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.PropertyName.LastPotionControl">
            <summary>
            Cached name for the 'LastPotionControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.PropertyName._potionHolders">
            <summary>
            Cached name for the '_potionHolders' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.PropertyName._potionErrorBg">
            <summary>
            Cached name for the '_potionErrorBg' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.PropertyName._potionShortcutButton">
            <summary>
            Cached name for the '_potionShortcutButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.PropertyName._potionsFullTween">
            <summary>
            Cached name for the '_potionsFullTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.PropertyName._potionHolderInitPos">
            <summary>
            Cached name for the '_potionHolderInitPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.PropertyName._focusedHolder">
            <summary>
            Cached name for the '_focusedHolder' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Potions.NPotionContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.UsePotion">
            <summary>
            Uses the potion.
            This may initiate targeting for single-targeted potions. If targeting is cancelled, the potion will not be used.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.ShineOnStartOfCombat">
            <summary>
            Makes all of your potions popup and make a slosh sound to remind players that they have potions.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.MethodName.OpenPotionPopup">
            <summary>
            Cached name for the 'OpenPotionPopup' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.MethodName.AddPotion">
            <summary>
            Cached name for the 'AddPotion' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.MethodName.DisableUntilPotionRemoved">
            <summary>
            Cached name for the 'DisableUntilPotionRemoved' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.MethodName.CancelPotionUseOrDiscard">
            <summary>
            Cached name for the 'CancelPotionUseOrDiscard' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.MethodName.RemoveUsedPotion">
            <summary>
            Cached name for the 'RemoveUsedPotion' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.MethodName.DiscardPotion">
            <summary>
            Cached name for the 'DiscardPotion' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.MethodName.ShouldCancelTargeting">
            <summary>
            Cached name for the 'ShouldCancelTargeting' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.PropertyName.Potion">
            <summary>
            Cached name for the 'Potion' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.PropertyName.HasPotion">
            <summary>
            Cached name for the 'HasPotion' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.PropertyName.IsPotionUsable">
            <summary>
            Cached name for the 'IsPotionUsable' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.PropertyName._potionScale">
            <summary>
            Cached name for the '_potionScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.PropertyName._emptyIcon">
            <summary>
            Cached name for the '_emptyIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.PropertyName._popup">
            <summary>
            Cached name for the '_popup' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.PropertyName._potionTargeting">
            <summary>
            Cached name for the '_potionTargeting' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.PropertyName._isUsable">
            <summary>
            Cached name for the '_isUsable' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.PropertyName._emptyPotionTween">
            <summary>
            Cached name for the '_emptyPotionTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.PropertyName._disabledUntilPotionRemoved">
            <summary>
            Cached name for the '_disabledUntilPotionRemoved' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.PropertyName._isFocused">
            <summary>
            Cached name for the '_isFocused' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Potions.NPotionHolder.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.MethodName.OnUseButtonPressed">
            <summary>
            Cached name for the 'OnUseButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.MethodName.OnDiscardButtonPressed">
            <summary>
            Cached name for the 'OnDiscardButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.MethodName.Remove">
            <summary>
            Cached name for the 'Remove' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.MethodName.DisconnectSignals">
            <summary>
            Cached name for the 'DisconnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.MethodName.RefreshButtons">
            <summary>
            Cached name for the 'RefreshButtons' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.PropertyName.IsUsable">
            <summary>
            Cached name for the 'IsUsable' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.PropertyName.InACardSelectScreen">
            <summary>
            Cached name for the 'InACardSelectScreen' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.PropertyName._holder">
            <summary>
            Cached name for the '_holder' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.PropertyName._popupContainer">
            <summary>
            Cached name for the '_popupContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.PropertyName._useButton">
            <summary>
            Cached name for the '_useButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.PropertyName._discardButton">
            <summary>
            Cached name for the '_discardButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.PropertyName._hoverTipBounds">
            <summary>
            Cached name for the '_hoverTipBounds' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.PropertyName.IsMarkedForRemoval">
            <summary>
            Cached name for the 'IsMarkedForRemoval' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopup.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopupButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopupButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopupButton.MethodName.SetLocKey">
            <summary>
            Cached name for the 'SetLocKey' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopupButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopupButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopupButton.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopupButton.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopupButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopupButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopupButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopupButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopupButton.PropertyName._background">
            <summary>
            Cached name for the '_background' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopupButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopupButton.PropertyName._currentTween">
            <summary>
            Cached name for the '_currentTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopupButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopupButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopupButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopupButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopupButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Potions.NPotionPopupButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Potions.NPotionShortcutButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionShortcutButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionShortcutButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionShortcutButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionShortcutButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Potions.NPotionShortcutButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Potions.NPotionShortcutButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionShortcutButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionShortcutButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionShortcutButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Potions.NPotionShortcutButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Potions.NPotionShortcutButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Reaction.NReaction.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReaction.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReaction.MethodName.BeginAnim">
            <summary>
            Cached name for the 'BeginAnim' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReaction.MethodName.TypeToTexture">
            <summary>
            Cached name for the 'TypeToTexture' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReaction.MethodName.TextureToType">
            <summary>
            Cached name for the 'TextureToType' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReaction.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReaction.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReaction.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Reaction.NReaction.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReaction.PropertyName.Type">
            <summary>
            Cached name for the 'Type' property.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReaction.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReaction.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReaction.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReaction.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Reaction.NReaction.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionContainer.MethodName.DeinitializeNetworking">
            <summary>
            Cached name for the 'DeinitializeNetworking' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionContainer.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionContainer.MethodName.DoLocalReaction">
            <summary>
            Cached name for the 'DoLocalReaction' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionContainer.MethodName.DoRemoteReaction">
            <summary>
            Cached name for the 'DoRemoteReaction' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionContainer.PropertyName.InMultiplayer">
            <summary>
            Cached name for the 'InMultiplayer' property.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionContainer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionContainer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.MethodName._Notification">
            <summary>
            Cached name for the '_Notification' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.MethodName.HideWheel">
            <summary>
            Cached name for the 'HideWheel' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.MethodName.WarpMouseBackToOriginalPosition">
            <summary>
            Cached name for the 'WarpMouseBackToOriginalPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.MethodName.React">
            <summary>
            Cached name for the 'React' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.MethodName.MoveMarker">
            <summary>
            Cached name for the 'MoveMarker' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.MethodName.GetSelectedWedge">
            <summary>
            Cached name for the 'GetSelectedWedge' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.PropertyName._rightWedge">
            <summary>
            Cached name for the '_rightWedge' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.PropertyName._downRightWedge">
            <summary>
            Cached name for the '_downRightWedge' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.PropertyName._downWedge">
            <summary>
            Cached name for the '_downWedge' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.PropertyName._downLeftWedge">
            <summary>
            Cached name for the '_downLeftWedge' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.PropertyName._leftWedge">
            <summary>
            Cached name for the '_leftWedge' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.PropertyName._upLeftWedge">
            <summary>
            Cached name for the '_upLeftWedge' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.PropertyName._upWedge">
            <summary>
            Cached name for the '_upWedge' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.PropertyName._upRightWedge">
            <summary>
            Cached name for the '_upRightWedge' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.PropertyName._marker">
            <summary>
            Cached name for the '_marker' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.PropertyName._ignoreNextMouseInput">
            <summary>
            Cached name for the '_ignoreNextMouseInput' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.PropertyName._centerPosition">
            <summary>
            Cached name for the '_centerPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.PropertyName._selectedWedge">
            <summary>
            Cached name for the '_selectedWedge' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheel.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheelWedge.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheelWedge.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheelWedge.MethodName.OnSelected">
            <summary>
            Cached name for the 'OnSelected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheelWedge.MethodName.OnDeselected">
            <summary>
            Cached name for the 'OnDeselected' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheelWedge.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheelWedge.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheelWedge.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheelWedge.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheelWedge.PropertyName.Reaction">
            <summary>
            Cached name for the 'Reaction' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheelWedge.PropertyName._textureRect">
            <summary>
            Cached name for the '_textureRect' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheelWedge.PropertyName._normal">
            <summary>
            Cached name for the '_normal' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheelWedge.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheelWedge.PropertyName._defaultPosition">
            <summary>
            Cached name for the '_defaultPosition' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheelWedge.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheelWedge.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheelWedge.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheelWedge.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheelWedge.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Reaction.NReactionWheelWedge.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Relics.NRelic">
            <summary>
            Only contains the visuals (the image) of a relic.
            Does NOT handle input, that is to be done by a RelicHolder.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Relics.NRelic.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelic.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelic.MethodName.Reload">
            <summary>
            Cached name for the 'Reload' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelic.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelic.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelic.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Relics.NRelic.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelic.PropertyName.Icon">
            <summary>
            Cached name for the 'Icon' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelic.PropertyName.Outline">
            <summary>
            Cached name for the 'Outline' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelic.PropertyName._iconSize">
            <summary>
            Cached name for the '_iconSize' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelic.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelic.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelic.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelic.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelic.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Relics.NRelic.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Relics.NRelicBasicHolder">
            <summary>
            A basic relic display. In comparison with the top-bar relic holder, this cannot flash and never displays amounts.
            It automatically supports hovering tweens and showing hovertips, but clicks must be handled externally.
            Used in run history, multiplayer expanded state, the relic collection, and the relic unlock screen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Relics.NRelicBasicHolder.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicBasicHolder.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicBasicHolder.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicBasicHolder.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicBasicHolder.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicBasicHolder.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicBasicHolder.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicBasicHolder.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Relics.NRelicBasicHolder.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicBasicHolder.PropertyName.Relic">
            <summary>
            Cached name for the 'Relic' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicBasicHolder.PropertyName._relic">
            <summary>
            Cached name for the '_relic' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicBasicHolder.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicBasicHolder.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicBasicHolder.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicBasicHolder.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicBasicHolder.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicBasicHolder.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Relics.NRelicBasicHolder.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory">
            <summary>
            UI for holding relics. Is located under the top bar.
            Positioning is handled by the HFlowContainer.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.OnRelicClicked(MegaCrit.Sts2.Core.Models.RelicModel)">
            <summary>
            Opens the Inspect Relic screen and allows the player to paginate through the rest of the top bar relics.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.GetDefaultPosition">
            <summary>
            Returns the position the relic inventory is at normally.
            this.Position can change if the relic inventory is hidden, so this is used when we want to position elements
            relative to the relic inventory.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory._Input(Godot.InputEvent)">
            <summary>
            Used for trailers
            </summary>
            <param name="inputEvent"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.DebugHideTopBar">
            <summary>
            Used for trailers
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.MethodName.ConnectPlayerEvents">
            <summary>
            Cached name for the 'ConnectPlayerEvents' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.MethodName.DisconnectPlayerEvents">
            <summary>
            Cached name for the 'DisconnectPlayerEvents' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.MethodName.OnRelicUnfocused">
            <summary>
            Cached name for the 'OnRelicUnfocused' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.MethodName.AnimShow">
            <summary>
            Cached name for the 'AnimShow' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.MethodName.AnimHide">
            <summary>
            Cached name for the 'AnimHide' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.MethodName.ShowImmediately">
            <summary>
            Cached name for the 'ShowImmediately' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.MethodName.HideImmediately">
            <summary>
            Cached name for the 'HideImmediately' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.MethodName.GetDefaultPosition">
            <summary>
            Cached name for the 'GetDefaultPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.MethodName.DebugHideTopBar">
            <summary>
            Cached name for the 'DebugHideTopBar' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.MethodName.UpdateNavigation">
            <summary>
            Cached name for the 'UpdateNavigation' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.PropertyName._originalPos">
            <summary>
            Cached name for the '_originalPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.PropertyName._curTween">
            <summary>
            Cached name for the '_curTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.PropertyName._debugHideTween">
            <summary>
            Cached name for the '_debugHideTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.PropertyName._isDebugHidden">
            <summary>
            Cached name for the '_isDebugHidden' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.SignalName.RelicsChanged">
            <summary>
            Cached name for the 'RelicsChanged' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.RelicsChanged">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.RelicsChangedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventory.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder">
            <summary>
            Shows the relic in a relic container. The full relic experience; shows the amount, can flash, and can animate in
            from an arbitrary position.
            This is used in the relic display under the top bar during a run.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.MethodName.RefreshAmount">
            <summary>
            Cached name for the 'RefreshAmount' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.MethodName.RefreshStatus">
            <summary>
            Cached name for the 'RefreshStatus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.MethodName.DoFlash">
            <summary>
            Cached name for the 'DoFlash' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.MethodName.OnDisplayAmountChanged">
            <summary>
            Cached name for the 'OnDisplayAmountChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.MethodName.OnStatusChanged">
            <summary>
            Cached name for the 'OnStatusChanged' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.PropertyName.Relic">
            <summary>
            Cached name for the 'Relic' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.PropertyName.Inventory">
            <summary>
            Cached name for the 'Inventory' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.PropertyName._relic">
            <summary>
            Cached name for the '_relic' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.PropertyName._amountLabel">
            <summary>
            Cached name for the '_amountLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.PropertyName._obtainedTween">
            <summary>
            Cached name for the '_obtainedTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.PropertyName._originalIconPosition">
            <summary>
            Cached name for the '_originalIconPosition' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Relics.NRelicInventoryHolder.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.RestSite.NParticleSystemUpscaler">
            <summary>
            A utility for particle systems whose textures can get downscaled
            Scales up the particle system so that it matches the original texture's size.
            Used mainly for the ground lighting in rest sites.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.RestSite.NParticleSystemUpscaler.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NParticleSystemUpscaler.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NParticleSystemUpscaler.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NParticleSystemUpscaler.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NParticleSystemUpscaler.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.RestSite.NParticleSystemUpscaler.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NParticleSystemUpscaler.PropertyName._originalResolution">
            <summary>
            Cached name for the '_originalResolution' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NParticleSystemUpscaler.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NParticleSystemUpscaler.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NParticleSystemUpscaler.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NParticleSystemUpscaler.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NParticleSystemUpscaler.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.RestSite.NParticleSystemUpscaler.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton">
            <summary>
            Corresponding button node for the RestSiteOption entity.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton._isUnclickable">
            <summary>
            Special bool for this button as disabling this button means we can still hover/focus unlike
            other buttons which are enabled/disabled which behave differently.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.MethodName.Reload">
            <summary>
            Cached name for the 'Reload' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.MethodName.RefreshTextState">
            <summary>
            Cached name for the 'RefreshTextState' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.MethodName.UpdateShaderParam">
            <summary>
            Cached name for the 'UpdateShaderParam' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.PropertyName._visuals">
            <summary>
            Cached name for the '_visuals' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.PropertyName._outline">
            <summary>
            Cached name for the '_outline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.PropertyName._labelPosition">
            <summary>
            Cached name for the '_labelPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.PropertyName._isUnclickable">
            <summary>
            Cached name for the '_isUnclickable' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.PropertyName._executingOption">
            <summary>
            Cached name for the '_executingOption' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.PropertyName._currentTween">
            <summary>
            Cached name for the '_currentTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.MethodName.RandomizeFire">
            <summary>
            Cached name for the 'RandomizeFire' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.MethodName.Deselect">
            <summary>
            Cached name for the 'Deselect' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.MethodName.FlipX">
            <summary>
            Cached name for the 'FlipX' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.MethodName.HideFlameGlow">
            <summary>
            Cached name for the 'HideFlameGlow' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.MethodName.RefreshThoughtBubbleVfx">
            <summary>
            Cached name for the 'RefreshThoughtBubbleVfx' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.MethodName.Shake">
            <summary>
            Cached name for the 'Shake' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.MethodName.GetRestSiteOptionAnchor">
            <summary>
            Cached name for the 'GetRestSiteOptionAnchor' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.PropertyName.Hitbox">
            <summary>
            Cached name for the 'Hitbox' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.PropertyName._controlRoot">
            <summary>
            Cached name for the '_controlRoot' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.PropertyName._selectionReticle">
            <summary>
            Cached name for the '_selectionReticle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.PropertyName._leftThoughtAnchor">
            <summary>
            Cached name for the '_leftThoughtAnchor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.PropertyName._rightThoughtAnchor">
            <summary>
            Cached name for the '_rightThoughtAnchor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.PropertyName._characterIndex">
            <summary>
            Cached name for the '_characterIndex' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.PropertyName._thoughtBubbleVfx">
            <summary>
            Cached name for the '_thoughtBubbleVfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.PropertyName._selectedOptionConfirmation">
            <summary>
            Cached name for the '_selectedOptionConfirmation' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.RestSite.NRestSiteCharacter.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.MethodName.Reload">
            <summary>
            Cached name for the 'Reload' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.MethodName.GetReward">
            <summary>
            Cached name for the 'GetReward' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.PropertyName._rewardsScreen">
            <summary>
            Cached name for the '_rewardsScreen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.PropertyName._rewardContainer">
            <summary>
            Cached name for the '_rewardContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.PropertyName._chainsContainer">
            <summary>
            Cached name for the '_chainsContainer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.SignalName.RewardClaimed">
            <summary>
            Cached name for the 'RewardClaimed' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.RewardClaimed">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.RewardClaimedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NLinkedRewardSet.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.MethodName.Reload">
            <summary>
            Cached name for the 'Reload' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.MethodName.UpdateShaderParam">
            <summary>
            Cached name for the 'UpdateShaderParam' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.PropertyName._background">
            <summary>
            Cached name for the '_background' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.PropertyName._iconContainer">
            <summary>
            Cached name for the '_iconContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.PropertyName._reticle">
            <summary>
            Cached name for the '_reticle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.PropertyName._currentTween">
            <summary>
            Cached name for the '_currentTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.PropertyName._hsvDefault">
            <summary>
            Cached name for the '_hsvDefault' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.PropertyName._hsvHover">
            <summary>
            Cached name for the '_hsvHover' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.PropertyName._hsvDown">
            <summary>
            Cached name for the '_hsvDown' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.SignalName.RewardClaimed">
            <summary>
            Cached name for the 'RewardClaimed' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.SignalName.RewardSkipped">
            <summary>
            Cached name for the 'RewardSkipped' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.RewardClaimed">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.RewardClaimedEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.RewardSkipped">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.RewardSkippedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rewards.NRewardButton.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackground.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackground.MethodName.SetForegroundLayer">
            <summary>
            Cached name for the 'SetForegroundLayer' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackground.MethodName.AddLayer">
            <summary>
            Cached name for the 'AddLayer' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackground.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackground.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackground.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackground.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackground.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackground.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackground.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackgroundLayer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackgroundLayer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackgroundLayer.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackgroundLayer.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackgroundLayer.MethodName.UpdatePhobiaMode">
            <summary>
            Cached name for the 'UpdatePhobiaMode' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackgroundLayer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackgroundLayer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackgroundLayer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackgroundLayer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackgroundLayer.PropertyName._visual">
            <summary>
            Cached name for the '_visual' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackgroundLayer.PropertyName._phobiaModeVisual">
            <summary>
            Cached name for the '_phobiaModeVisual' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackgroundLayer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackgroundLayer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackgroundLayer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackgroundLayer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackgroundLayer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatBackgroundLayer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.LastTargetedCreature">
            <summary>
            This is used by NControllerCardPlay to try to
            initially hover over the last creature that was targeted
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom._proceedButton">
            <summary>
            TEMPORARY!
            Used when showing a <see cref="F:MegaCrit.Sts2.Core.Rooms.CombatRoomMode.VisualOnly"/> combat room, to allow proceeding to the next room.
            We'll probably remove this once we have more event-like buttons set up for this.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.Mode">
            <summary>
            The mode that this combat room is currently in.
            See <see cref="T:MegaCrit.Sts2.Core.Rooms.CombatRoomMode"/> docs for more info.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.Create(MegaCrit.Sts2.Core.Rooms.ICombatRoomVisuals,MegaCrit.Sts2.Core.Rooms.CombatRoomMode)">
            <summary>
            Create a new combat room node.
            </summary>
            <param name="visuals">Data used to determine what visuals should appear in the combat room.</param>
            <param name="mode">The mode that the combat room should start in.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.SetUpBackground(MegaCrit.Sts2.Core.Runs.IRunState)">
            <summary>
            For typical combat, this is called as part of combat setup.
            If there is no combat setup (e.g. in pre-finished rooms), then this must be called directly, otherwise the
            background of the combat will not be shown.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.PositionPlayersAndPets(System.Collections.Generic.List{MegaCrit.Sts2.Core.Nodes.Combat.NCreature},System.Single,System.Boolean)">
            <summary>
            Places player creatures and pets in the combat room.
            It places players in an offset grid. Row/column count is determined by the nearest square root of the player
            count.
            Grid rows above the first one are offset successively, and we attempt to fit all the players in the available
            space, leaving enough padding in the center for card plays (usually, see <paramref name="fullyCenterPlayers"/>).
            Pets are placed around players' feet.
            Technically we only support four players, but I figured I'd make it easy for modders to expand the number of players!
            </summary>
            <param name="creatureNodes">All player and pet nodes.</param>
            <param name="scaling">Scaling added by the camera.</param>
            <param name="fullyCenterPlayers">Should the players be fully centered in the scene?
            Usually false (to leave enough padding in the center for card plays), but true in certain situations like
            "surrounded" combats.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.RestrictControllerNavigation(System.Collections.Generic.IEnumerable{Godot.Control})">
            <summary>
            Enables controller navigation for all control nodes on the whitelist (atm we assume these are creature hitboxes).
            Disables controller navigation for un-whitelisted creature hitboxes and cards in hand.
            Use case: restrict navigation to just monsters when we are targeting them with a card.
            </summary>
            <param name="whitelist">Controls that we still want to allow input navigation for</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.EnableControllerNavigation">
            <summary>
            Enables controller navigation for creatures and cards in hand.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.PlaySplashVfx(MegaCrit.Sts2.Core.Entities.Creatures.Creature,Godot.Color)">
            <summary>
            Plays the splash VFX and adds the liquid overlay on the targeted creature.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.MethodName.SubscribeToCombatEvents">
            <summary>
            Cached name for the 'SubscribeToCombatEvents' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.MethodName.AdjustCreatureScaleForAspectRatio">
            <summary>
            Cached name for the 'AdjustCreatureScaleForAspectRatio' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.MethodName.CreateAllyNodes">
            <summary>
            Cached name for the 'CreateAllyNodes' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.MethodName.CreateEnemyNodes">
            <summary>
            Cached name for the 'CreateEnemyNodes' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.MethodName.RemoveCreatureNode">
            <summary>
            Cached name for the 'RemoveCreatureNode' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.MethodName.UpdateCreatureNavigation">
            <summary>
            Cached name for the 'UpdateCreatureNavigation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.MethodName.OnActiveScreenUpdated">
            <summary>
            Cached name for the 'OnActiveScreenUpdated' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.MethodName.EnableControllerNavigation">
            <summary>
            Cached name for the 'EnableControllerNavigation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.MethodName.RandomizeEnemyScalesAndHues">
            <summary>
            Cached name for the 'RandomizeEnemyScalesAndHues' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.MethodName.RadialBlur">
            <summary>
            Cached name for the 'RadialBlur' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.MethodName.SetWaitingForOtherPlayersOverlayVisible">
            <summary>
            Cached name for the 'SetWaitingForOtherPlayersOverlayVisible' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.MethodName.OnProceedButtonPressed">
            <summary>
            Cached name for the 'OnProceedButtonPressed' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.PropertyName.Ui">
            <summary>
            Cached name for the 'Ui' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.PropertyName.SceneContainer">
            <summary>
            Cached name for the 'SceneContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.PropertyName.BgContainer">
            <summary>
            Cached name for the 'BgContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.PropertyName.Background">
            <summary>
            Cached name for the 'Background' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.PropertyName.ProceedButton">
            <summary>
            Cached name for the 'ProceedButton' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.PropertyName.BackCombatVfxContainer">
            <summary>
            Cached name for the 'BackCombatVfxContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.PropertyName.CombatVfxContainer">
            <summary>
            Cached name for the 'CombatVfxContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.PropertyName.CreatedMsec">
            <summary>
            Cached name for the 'CreatedMsec' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.PropertyName.Mode">
            <summary>
            Cached name for the 'Mode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.PropertyName.EncounterSlots">
            <summary>
            Cached name for the 'EncounterSlots' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.PropertyName.FocusedControlFromTopBar">
            <summary>
            Cached name for the 'FocusedControlFromTopBar' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.PropertyName._allyContainer">
            <summary>
            Cached name for the '_allyContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.PropertyName._enemyContainer">
            <summary>
            Cached name for the '_enemyContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.PropertyName._radialBlur">
            <summary>
            Cached name for the '_radialBlur' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.PropertyName._proceedButton">
            <summary>
            Cached name for the '_proceedButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.PropertyName._waitingForOtherPlayersOverlay">
            <summary>
            Cached name for the '_waitingForOtherPlayersOverlay' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.PropertyName._window">
            <summary>
            Cached name for the '_window' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NCombatRoom.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.Layout">
            <summary>
            The event layout node.
            Null in custom-layout events like <see cref="T:MegaCrit.Sts2.Core.Models.Events.FakeMerchant"/>.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.CustomEventNode">
            <summary>
            The Custom Event node.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.VfxContainer">
            <summary>
            Container node for event VFX.
            Null in custom-layout events like <see cref="T:MegaCrit.Sts2.Core.Models.Events.FakeMerchant"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.Create(MegaCrit.Sts2.Core.Models.EventModel,MegaCrit.Sts2.Core.Runs.IRunState,System.Boolean)">
            <summary>
            Creates an event room node for the given event.
            </summary>
            <param name="eventModel">The event to create the room node for.</param>
            <param name="runState">The state of the run that the event is in.</param>
            <param name="isPreFinished">Whether or not the event is pre-finished (i.e. loaded from a save after being finished).</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.OptionButtonClicked(MegaCrit.Sts2.Core.Events.EventOption,System.Int32)">
            <summary>
            Occurs when the local player clicks an event option.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.BeforeOptionChosen(MegaCrit.Sts2.Core.Events.EventOption)">
            <summary>
            Occurs after an option is executed. This may not occur at the same time as the local player clicking the button
            if we are in a shared multiplayer event.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.RefreshEventState(MegaCrit.Sts2.Core.Models.EventModel)">
            <summary>
            Called whenever an event's state changes - i.e. when an option is chosen.
            Note that, in multiplayer, this does not necessarily occur at the same time the local player chooses an option.
            For shared events, this is called after all players vote on an option.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.MethodName.SetPortrait">
            <summary>
            Cached name for the 'SetPortrait' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.MethodName.DisableOptionButtons">
            <summary>
            Cached name for the 'DisableOptionButtons' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.MethodName.OnEnteringEventCombat">
            <summary>
            Cached name for the 'OnEnteringEventCombat' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.MethodName.OnActiveScreenUpdated">
            <summary>
            Cached name for the 'OnActiveScreenUpdated' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.PropertyName.Layout">
            <summary>
            Cached name for the 'Layout' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.PropertyName.EmbeddedCombatRoom">
            <summary>
            Cached name for the 'EmbeddedCombatRoom' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.PropertyName.VfxContainer">
            <summary>
            Cached name for the 'VfxContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.PropertyName._isPreFinished">
            <summary>
            Cached name for the '_isPreFinished' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.PropertyName._eventContainer">
            <summary>
            Cached name for the '_eventContainer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NEventRoom.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NMapRoom">
            <summary>
            The map room is what we enter at the start of each Act.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NMapRoom.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMapRoom.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMapRoom.MethodName.ReopenMap">
            <summary>
            Cached name for the 'ReopenMap' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMapRoom.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMapRoom.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMapRoom.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMapRoom.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NMapRoom.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMapRoom.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMapRoom.PropertyName._actIndex">
            <summary>
            Cached name for the '_actIndex' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMapRoom.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMapRoom.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMapRoom.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMapRoom.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMapRoom.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NMapRoom.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton._focusedWhileTargeting">
            <summary>
            Used to determine if the merchant was focused while in targeting mode, for things like <see cref="T:MegaCrit.Sts2.Core.Models.Potions.FoulPotion"/>.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.IsLocalPlayerDead">
            <summary>
            Is the local player dead?
            Used to determine whether to open the merchant rug or play a dialogue line when clicked.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.PlayerDeadLines">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Entities.Merchant.MerchantDialogueSet.PlayerDeadLines"/>.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.MethodName.RefreshFocus">
            <summary>
            Cached name for the 'RefreshFocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.PropertyName.IsLocalPlayerDead">
            <summary>
            Cached name for the 'IsLocalPlayerDead' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.PropertyName._merchantSelectionReticle">
            <summary>
            Cached name for the '_merchantSelectionReticle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.PropertyName._focusedWhileTargeting">
            <summary>
            Cached name for the '_focusedWhileTargeting' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.SignalName.MerchantOpened">
            <summary>
            Cached name for the 'MerchantOpened' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.MerchantOpened">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.MerchantOpenedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantButton.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom">
            <summary>
            Manages the starting UI flow for a merchant room. i.e. opening the inventory and proceeding to the map.
            This does not include the merchant items themselves. Those are handled by <see cref="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory"/>.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.MethodName.ToggleMerchantTrack">
            <summary>
            Cached name for the 'ToggleMerchantTrack' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.MethodName.AfterRoomIsLoaded">
            <summary>
            Cached name for the 'AfterRoomIsLoaded' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.MethodName.HideScreen">
            <summary>
            Cached name for the 'HideScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.MethodName.MerchantFtueCheck">
            <summary>
            Cached name for the 'MerchantFtueCheck' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.MethodName.OnMerchantOpened">
            <summary>
            Cached name for the 'OnMerchantOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.MethodName.OpenInventory">
            <summary>
            Cached name for the 'OpenInventory' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.MethodName.OnActiveScreenUpdated">
            <summary>
            Cached name for the 'OnActiveScreenUpdated' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.PropertyName.ProceedButton">
            <summary>
            Cached name for the 'ProceedButton' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.PropertyName.Inventory">
            <summary>
            Cached name for the 'Inventory' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.PropertyName.MerchantButton">
            <summary>
            Cached name for the 'MerchantButton' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.PropertyName._proceedButton">
            <summary>
            Cached name for the '_proceedButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.PropertyName._characterContainer">
            <summary>
            Cached name for the '_characterContainer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NMerchantRoom.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom">
            <summary>
            Manages the UI flow for a rest site.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.DisableOptions">
            <summary>
            Grays out options so that they can't be selected while an option is being executed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.EnableOptions">
            <summary>
            Re-enables options so that they can be selected after an option is executed.
            This is if a relic allows you to choose multiple options.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.AnimateDescriptionDown">
            <summary>
            Animates the description text down below the characters.
            If a player is doing the mend target selection, the arrow gets in the way of the text.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.AnimateDescriptionUp">
            <summary>
            Animates the description text back up to its original position.
            If a player is doing the mend target selection, the arrow gets in the way of the text.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.ExtinguishFireIfAble">
            <summary>
            Disables the fire vfx in the rest site if there are no more options remaining.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.MethodName.DisableOptions">
            <summary>
            Cached name for the 'DisableOptions' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.MethodName.EnableOptions">
            <summary>
            Cached name for the 'EnableOptions' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.MethodName.AnimateDescriptionDown">
            <summary>
            Cached name for the 'AnimateDescriptionDown' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.MethodName.AnimateDescriptionUp">
            <summary>
            Cached name for the 'AnimateDescriptionUp' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.MethodName.UpdateRestSiteOptions">
            <summary>
            Cached name for the 'UpdateRestSiteOptions' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.MethodName.RestSiteButtonHovered">
            <summary>
            Cached name for the 'RestSiteButtonHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.MethodName.RestSiteButtonUnhovered">
            <summary>
            Cached name for the 'RestSiteButtonUnhovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.MethodName.OnPlayerChangedHoveredRestSiteOption">
            <summary>
            Cached name for the 'OnPlayerChangedHoveredRestSiteOption' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.MethodName.ShowProceedButton">
            <summary>
            Cached name for the 'ShowProceedButton' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.MethodName.OnProceedButtonReleased">
            <summary>
            Cached name for the 'OnProceedButtonReleased' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.MethodName.SetText">
            <summary>
            Cached name for the 'SetText' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.MethodName.FadeOutOptionDescription">
            <summary>
            Cached name for the 'FadeOutOptionDescription' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.MethodName.ExtinguishFireIfAble">
            <summary>
            Cached name for the 'ExtinguishFireIfAble' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.MethodName.OnActiveScreenUpdated">
            <summary>
            Cached name for the 'OnActiveScreenUpdated' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.PropertyName.ProceedButton">
            <summary>
            Cached name for the 'ProceedButton' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.PropertyName.Header">
            <summary>
            Cached name for the 'Header' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.PropertyName.Description">
            <summary>
            Cached name for the 'Description' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.PropertyName.BgContainer">
            <summary>
            Cached name for the 'BgContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.PropertyName._choicesContainer">
            <summary>
            Cached name for the '_choicesContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.PropertyName._choicesScreen">
            <summary>
            Cached name for the '_choicesScreen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.PropertyName._proceedButton">
            <summary>
            Cached name for the '_proceedButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.PropertyName._restSiteLighting">
            <summary>
            Cached name for the '_restSiteLighting' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.PropertyName._descriptionTween">
            <summary>
            Cached name for the '_descriptionTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.PropertyName._descriptionPositionTween">
            <summary>
            Cached name for the '_descriptionPositionTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.PropertyName._choicesTween">
            <summary>
            Cached name for the '_choicesTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.PropertyName._originalDescriptionYPos">
            <summary>
            Cached name for the '_originalDescriptionYPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.PropertyName._lastFocused">
            <summary>
            Cached name for the '_lastFocused' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NRestSiteRoom.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom">
            <summary>
            Manages the UI flow for a treasure room.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.MethodName.OnProceedButtonPressed">
            <summary>
            Cached name for the 'OnProceedButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.MethodName.RefreshVotes">
            <summary>
            Cached name for the 'RefreshVotes' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.MethodName.OnProceedButtonReleased">
            <summary>
            Cached name for the 'OnProceedButtonReleased' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.MethodName.OnChestButtonReleased">
            <summary>
            Cached name for the 'OnChestButtonReleased' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.MethodName.OnMouseEntered">
            <summary>
            Cached name for the 'OnMouseEntered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.MethodName.OnMouseExited">
            <summary>
            Cached name for the 'OnMouseExited' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.MethodName.UpdateChestSkin">
            <summary>
            Cached name for the 'UpdateChestSkin' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.MethodName.OnActiveScreenChanged">
            <summary>
            Cached name for the 'OnActiveScreenChanged' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.PropertyName.ProceedButton">
            <summary>
            Cached name for the 'ProceedButton' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.PropertyName._banner">
            <summary>
            Cached name for the '_banner' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.PropertyName._chestButton">
            <summary>
            Cached name for the '_chestButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.PropertyName._chestNode">
            <summary>
            Cached name for the '_chestNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.PropertyName._proceedButton">
            <summary>
            Cached name for the '_proceedButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.PropertyName._goldParticles">
            <summary>
            Cached name for the '_goldParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.PropertyName._relicCollection">
            <summary>
            Cached name for the '_relicCollection' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.PropertyName._skipVoteContainer">
            <summary>
            Cached name for the '_skipVoteContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.PropertyName._isRelicCollectionOpen">
            <summary>
            Cached name for the '_isRelicCollectionOpen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.PropertyName._hasChestBeenOpened">
            <summary>
            Cached name for the '_hasChestBeenOpened' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Rooms.NTreasureRoom.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary">
            <summary>
            Screen that has a list of monsters that you can click on to view their name, description, hp, some stats, and
            a list of their moves which you can click on to play the associated animation and sfx.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.OnSubmenuOpened">
            <summary>
            On screen open. When the player opens the Bestiary.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.OnSubmenuClosed">
            <summary>
            Called when the Bestiary is closed (Back button)
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.CreateEntries">
            <summary>
            Initializes the list of monsters based on your save file.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.OnMonsterClicked(MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry)">
            <summary>
            A player clicked on a monster in the list on the right.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.SelectMonster(MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry)">
            <summary>
            Loads a specific monster's bestiary entry.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.MethodName.OnSubmenuClosed">
            <summary>
            Cached name for the 'OnSubmenuClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.MethodName.CreateEntries">
            <summary>
            Cached name for the 'CreateEntries' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.MethodName.OnMonsterClicked">
            <summary>
            Cached name for the 'OnMonsterClicked' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.MethodName.SelectMonster">
            <summary>
            Cached name for the 'SelectMonster' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.MethodName.OnMoveButtonClicked">
            <summary>
            Cached name for the 'OnMoveButtonClicked' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.MethodName.GetSideCenter">
            <summary>
            Cached name for the 'GetSideCenter' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.MethodName.GetSideFloor">
            <summary>
            Cached name for the 'GetSideFloor' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.MethodName.CanBeShown">
            <summary>
            Cached name for the 'CanBeShown' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.PropertyName.BackVfxContainer">
            <summary>
            Cached name for the 'BackVfxContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.PropertyName.VfxContainer">
            <summary>
            Cached name for the 'VfxContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.PropertyName.Layout">
            <summary>
            Cached name for the 'Layout' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.PropertyName._monsterNameLabel">
            <summary>
            Cached name for the '_monsterNameLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.PropertyName._epithet">
            <summary>
            Cached name for the '_epithet' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.PropertyName._sidebar">
            <summary>
            Cached name for the '_sidebar' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.PropertyName._bestiaryList">
            <summary>
            Cached name for the '_bestiaryList' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.PropertyName._selectionArrow">
            <summary>
            Cached name for the '_selectionArrow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.PropertyName._arrowTween">
            <summary>
            Cached name for the '_arrowTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.PropertyName._initSelectionArrow">
            <summary>
            Cached name for the '_initSelectionArrow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.PropertyName._layoutContainer">
            <summary>
            Cached name for the '_layoutContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.PropertyName._currentLayout">
            <summary>
            Cached name for the '_currentLayout' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.PropertyName._descriptionLabel">
            <summary>
            Cached name for the '_descriptionLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.PropertyName._moveList">
            <summary>
            Cached name for the '_moveList' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.PropertyName._moveContainer">
            <summary>
            Cached name for the '_moveContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.PropertyName._selectedEntry">
            <summary>
            Cached name for the '_selectedEntry' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.PropertyName._previousScreenshakeTarget">
            <summary>
            Cached name for the '_previousScreenshakeTarget' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiary.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryActDivider.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryActDivider.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryActDivider.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryActDivider.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryActDivider.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryActDivider.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryActDivider.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryActDivider.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryActDivider.PropertyName._nameLabel">
            <summary>
            Cached name for the '_nameLabel' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryActDivider.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryActDivider.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryActDivider.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryActDivider.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryActDivider.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryActDivider.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry">
            <summary>
            The buttons in the monster list in the Bestiary entry. A text button.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.PropertyName.HoveredSfx">
            <summary>
            Cached name for the 'HoveredSfx' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.PropertyName.IsDiscovered">
            <summary>
            Cached name for the 'IsDiscovered' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.PropertyName.IsUnderConstruction">
            <summary>
            Cached name for the 'IsUnderConstruction' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.PropertyName._highlight">
            <summary>
            Cached name for the '_highlight' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.PropertyName._underConstructionIcon">
            <summary>
            Cached name for the '_underConstructionIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.PropertyName._defaultColor">
            <summary>
            Cached name for the '_defaultColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryEntry.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayout.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayout.MethodName.Cleanup">
            <summary>
            Cached name for the 'Cleanup' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayout.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayout.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayout.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayout.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayout.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayout.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayout.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDecimillipede.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDecimillipede.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDecimillipede.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDecimillipede.MethodName.Cleanup">
            <summary>
            Cached name for the 'Cleanup' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDecimillipede.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDecimillipede.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDecimillipede.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDecimillipede.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDecimillipede.PropertyName._encounterVisuals">
            <summary>
            Cached name for the '_encounterVisuals' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDecimillipede.PropertyName._creatureContainer">
            <summary>
            Cached name for the '_creatureContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDecimillipede.PropertyName._encounterSlots">
            <summary>
            Cached name for the '_encounterSlots' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDecimillipede.PropertyName._bestiary">
            <summary>
            Cached name for the '_bestiary' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDecimillipede.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDecimillipede.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDecimillipede.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDecimillipede.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDecimillipede.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDecimillipede.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDefault.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDefault.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDefault.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDefault.MethodName.Cleanup">
            <summary>
            Cached name for the 'Cleanup' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDefault.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDefault.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDefault.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDefault.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDefault.PropertyName._creature">
            <summary>
            Cached name for the '_creature' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDefault.PropertyName._creatureContainer">
            <summary>
            Cached name for the '_creatureContainer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDefault.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDefault.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDefault.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDefault.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDefault.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutDefault.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutKaiserCrab.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutKaiserCrab.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutKaiserCrab.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutKaiserCrab.MethodName.Cleanup">
            <summary>
            Cached name for the 'Cleanup' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutKaiserCrab.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutKaiserCrab.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutKaiserCrab.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutKaiserCrab.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutKaiserCrab.PropertyName._creature">
            <summary>
            Cached name for the '_creature' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutKaiserCrab.PropertyName._background">
            <summary>
            Cached name for the '_background' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutKaiserCrab.PropertyName._backgroundPosition">
            <summary>
            Cached name for the '_backgroundPosition' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutKaiserCrab.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutKaiserCrab.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutKaiserCrab.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutKaiserCrab.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutKaiserCrab.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryLayoutKaiserCrab.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton">
            <summary>
            The buttons which are in the Action list for the monsters in the Bestiary.
            Click on these buttons to play the associated animation: Attack, Hurt, Die, etc.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.MethodName._UnhandledInput">
            <summary>
            Cached name for the '_UnhandledInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.PropertyName.ClickedSfx">
            <summary>
            Cached name for the 'ClickedSfx' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.PropertyName.HoveredSfx">
            <summary>
            Cached name for the 'HoveredSfx' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.PropertyName._buttonAnimator">
            <summary>
            Cached name for the '_buttonAnimator' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.PropertyName._clickTween">
            <summary>
            Cached name for the '_clickTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.PropertyName._hotkey">
            <summary>
            Cached name for the '_hotkey' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Bestiary.NBestiaryMoveButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.ICapstoneScreen">
             <summary>
             An interface used for certain screens that need to supersede all other screens
             These screens sit on top overlay screens.
             Sometimes, these screens need to persist for the whole of the run.
             Notes about capstone screen:
             - capstone screens sit on top of everything. including overlay screens
             - there's only allowed to be one capstone screen at a time (i.e: deck view screen, map screen, settings screen).
            
             Ex "Deck View Screen":
             - the "Deck View Screen" needs to supersede most gameplay screens (combat reward screen/choose a card screen)
             - When a screen of the same level is opened (Map Screen, Settings Screen), this screen is destroyed
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.ICapstoneScreen.ScreenType">
            <summary>
            The screen type which will be synced with peers.
            This is used to display an icon next to the multiplayer player's icon, and to determine whether the remote
            player's mouse should be shown (i.e. whether they're on the same screen as you).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer">
            <summary>
            Node class that manages the current capstone screen.
            If a new Capstone screen is opened, any previously open capstone screens are destroyed.
            If a new Capstone screen is opened, any previously open overlay screens are hidden until there are no more capstone screens.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.CleanUp">
            <summary>
            Called just before the run is disposed.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.MethodName.Close">
            <summary>
            Cached name for the 'Close' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.MethodName.CloseInternal">
            <summary>
            Cached name for the 'CloseInternal' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.MethodName.DisableBackstopInstantly">
            <summary>
            Cached name for the 'DisableBackstopInstantly' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.MethodName.EnableBackstopInstantly">
            <summary>
            Cached name for the 'EnableBackstopInstantly' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.MethodName.CleanUp">
            <summary>
            Cached name for the 'CleanUp' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.MethodName.OnActiveScreenChanged">
            <summary>
            Cached name for the 'OnActiveScreenChanged' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.PropertyName.InUse">
            <summary>
            Cached name for the 'InUse' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.PropertyName._backstop">
            <summary>
            Cached name for the '_backstop' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.PropertyName._backstopFade">
            <summary>
            Cached name for the '_backstopFade' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.SignalName.Changed">
            <summary>
            Cached name for the 'Changed' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.SignalName.CapstoneClosed">
            <summary>
            Cached name for the 'CapstoneClosed' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.Changed">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.ChangedEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.CapstoneClosed">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.CapstoneClosedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Capstones.NCapstoneContainer.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox">
            <summary>
            Pretty much a copy of NTickbox.
            Doesn't inherit it because it doesn't use the standard tickbox visuals.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.MethodName.OnToggle">
            <summary>
            Cached name for the 'OnToggle' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.MethodName.UpdateShaderS">
            <summary>
            Cached name for the 'UpdateShaderS' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.PropertyName.IsTicked">
            <summary>
            Cached name for the 'IsTicked' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.PropertyName._isTicked">
            <summary>
            Cached name for the '_isTicked' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.PropertyName._baseS">
            <summary>
            Cached name for the '_baseS' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.PropertyName._baseV">
            <summary>
            Cached name for the '_baseV' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.PropertyName._outline">
            <summary>
            Cached name for the '_outline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.PropertyName._baseScale">
            <summary>
            Cached name for the '_baseScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.PropertyName._hoverV">
            <summary>
            Cached name for the '_hoverV' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.PropertyName._hoverScale">
            <summary>
            Cached name for the '_hoverScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.PropertyName._pressDownScale">
            <summary>
            Cached name for the '_pressDownScale' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardCostTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.DisplayCardsAfterShortDelay">
            <summary>
            Called when the player changes the text in the search box.
            If this was already called recently, then the previous one is cancelled and a new delay starts.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.UpdateCardPoolFilter(MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter)">
            <summary>
            The only filter in this screen that acts like radio buttons rather than tickboxes.
            </summary>
            <param name="filter"></param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.MethodName.OnCardTypeSort">
            <summary>
            Cached name for the 'OnCardTypeSort' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.MethodName.OnRaritySort">
            <summary>
            Cached name for the 'OnRaritySort' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.MethodName.OnCostSort">
            <summary>
            Cached name for the 'OnCostSort' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.MethodName.OnAlphabetSort">
            <summary>
            Cached name for the 'OnAlphabetSort' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.MethodName.OnSubmenuClosed">
            <summary>
            Cached name for the 'OnSubmenuClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.MethodName.ToggleShowStats">
            <summary>
            Cached name for the 'ToggleShowStats' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.MethodName.ToggleShowUpgrades">
            <summary>
            Cached name for the 'ToggleShowUpgrades' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.MethodName.ToggleFilterMultiplayerCards">
            <summary>
            Cached name for the 'ToggleFilterMultiplayerCards' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.MethodName.UpdateCardPoolFilter">
            <summary>
            Cached name for the 'UpdateCardPoolFilter' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.MethodName.UpdateTypeFilter">
            <summary>
            Cached name for the 'UpdateTypeFilter' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.MethodName.UpdateRarityFilter">
            <summary>
            Cached name for the 'UpdateRarityFilter' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.MethodName.UpdateCostFilter">
            <summary>
            Cached name for the 'UpdateCostFilter' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.MethodName.SearchBarQueryChanged">
            <summary>
            Cached name for the 'SearchBarQueryChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.MethodName.SearchBarQuerySubmitted">
            <summary>
            Cached name for the 'SearchBarQuerySubmitted' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.MethodName.UpdateFilter">
            <summary>
            Cached name for the 'UpdateFilter' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.MethodName.ShowCardDetail">
            <summary>
            Cached name for the 'ShowCardDetail' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._grid">
            <summary>
            Cached name for the '_grid' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._searchBar">
            <summary>
            Cached name for the '_searchBar' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._ironcladFilter">
            <summary>
            Cached name for the '_ironcladFilter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._silentFilter">
            <summary>
            Cached name for the '_silentFilter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._defectFilter">
            <summary>
            Cached name for the '_defectFilter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._regentFilter">
            <summary>
            Cached name for the '_regentFilter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._necrobinderFilter">
            <summary>
            Cached name for the '_necrobinderFilter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._colorlessFilter">
            <summary>
            Cached name for the '_colorlessFilter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._ancientsFilter">
            <summary>
            Cached name for the '_ancientsFilter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._miscPoolFilter">
            <summary>
            Cached name for the '_miscPoolFilter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._typeSorter">
            <summary>
            Cached name for the '_typeSorter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._attackFilter">
            <summary>
            Cached name for the '_attackFilter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._skillFilter">
            <summary>
            Cached name for the '_skillFilter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._powerFilter">
            <summary>
            Cached name for the '_powerFilter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._otherTypeFilter">
            <summary>
            Cached name for the '_otherTypeFilter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._raritySorter">
            <summary>
            Cached name for the '_raritySorter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._commonFilter">
            <summary>
            Cached name for the '_commonFilter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._uncommonFilter">
            <summary>
            Cached name for the '_uncommonFilter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._rareFilter">
            <summary>
            Cached name for the '_rareFilter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._otherFilter">
            <summary>
            Cached name for the '_otherFilter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._costSorter">
            <summary>
            Cached name for the '_costSorter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._zeroFilter">
            <summary>
            Cached name for the '_zeroFilter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._oneFilter">
            <summary>
            Cached name for the '_oneFilter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._twoFilter">
            <summary>
            Cached name for the '_twoFilter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._threePlusFilter">
            <summary>
            Cached name for the '_threePlusFilter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._xFilter">
            <summary>
            Cached name for the '_xFilter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._alphabetSorter">
            <summary>
            Cached name for the '_alphabetSorter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._viewMultiplayerCards">
            <summary>
            Cached name for the '_viewMultiplayerCards' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._viewStats">
            <summary>
            Cached name for the '_viewStats' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._viewUpgrades">
            <summary>
            Cached name for the '_viewUpgrades' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._cardCountLabel">
            <summary>
            Cached name for the '_cardCountLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._noResultsLabel">
            <summary>
            Cached name for the '_noResultsLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.PropertyName._lastHoveredControl">
            <summary>
            Cached name for the '_lastHoveredControl' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibrary.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid">
            <summary>
            Inherits from NCardGrid, with functionality to help perf for the card library.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.RefreshVisibility">
            <summary>
            Refreshes the seen/unlocked card sets. Call when opening the card library
            to pick up any cards discovered since the last visit.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.MethodName.RefreshVisibility">
            <summary>
            Cached name for the 'RefreshVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.MethodName.InitGrid">
            <summary>
            Cached name for the 'InitGrid' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.MethodName.UpdateGridNavigation">
            <summary>
            Cached name for the 'UpdateGridNavigation' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.PropertyName.IsCardLibrary">
            <summary>
            Cached name for the 'IsCardLibrary' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.PropertyName.CenterGrid">
            <summary>
            Cached name for the 'CenterGrid' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.PropertyName.ShowStats">
            <summary>
            Cached name for the 'ShowStats' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.PropertyName._showStats">
            <summary>
            Cached name for the '_showStats' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryStats.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryStats.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryStats.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryStats.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryStats.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryStats.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryStats.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryStats.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryStats.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryStats.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryStats.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryStats.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryStats.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryStats.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter">
            <summary>
            The current pool the player is viewing in the Card Library.
            Unlike the other tickboxes, this one is a radio-buttion style.
            Clicking on a pool filter will deselect the others. If this filter
            is already active, then you can't click on it.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.MethodName.OnToggle">
            <summary>
            Cached name for the 'OnToggle' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.PropertyName.IsSelected">
            <summary>
            Cached name for the 'IsSelected' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.PropertyName._isSelected">
            <summary>
            Cached name for the '_isSelected' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.PropertyName._controllerSelectionReticle">
            <summary>
            Cached name for the '_controllerSelectionReticle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.SignalName.Toggled">
            <summary>
            Cached name for the 'Toggled' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.Toggled">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.ToggledEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardPoolFilter.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardRarityTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardRarityTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardRarityTickbox.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardRarityTickbox.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardRarityTickbox.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardRarityTickbox.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardRarityTickbox.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardRarityTickbox.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardRarityTickbox.MethodName.SetLabel">
            <summary>
            Cached name for the 'SetLabel' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardRarityTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardRarityTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardRarityTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardRarityTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardRarityTickbox.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardRarityTickbox.PropertyName._labelTween">
            <summary>
            Cached name for the '_labelTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardRarityTickbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardRarityTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardRarityTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardRarityTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardRarityTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardRarityTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox">
            <summary>
            Pretty much a copy of NTickbox.
            Doesn't inherit it because it doesn't use the standard tickbox visuals.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.MethodName.OnToggle">
            <summary>
            Cached name for the 'OnToggle' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.MethodName.UpdateShaderS">
            <summary>
            Cached name for the 'UpdateShaderS' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.PropertyName.IsTicked">
            <summary>
            Cached name for the 'IsTicked' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.PropertyName._isTicked">
            <summary>
            Cached name for the '_isTicked' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.PropertyName._baseS">
            <summary>
            Cached name for the '_baseS' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.PropertyName._baseV">
            <summary>
            Cached name for the '_baseV' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.PropertyName._outline">
            <summary>
            Cached name for the '_outline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.PropertyName._baseScale">
            <summary>
            Cached name for the '_baseScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.PropertyName._hoverScale">
            <summary>
            Cached name for the '_hoverScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.PropertyName._pressDownScale">
            <summary>
            Cached name for the '_pressDownScale' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.SignalName.Toggled">
            <summary>
            Cached name for the 'Toggled' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.Toggled">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.ToggledEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardTypeTickbox.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NClearSearchButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NClearSearchButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NClearSearchButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NClearSearchButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NClearSearchButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NClearSearchButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NClearSearchButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NClearSearchButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NClearSearchButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NClearSearchButton.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NClearSearchButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NClearSearchButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NClearSearchButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NClearSearchButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NClearSearchButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NClearSearchButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NLibraryStatTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NLibraryStatTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NLibraryStatTickbox.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NLibraryStatTickbox.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NLibraryStatTickbox.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NLibraryStatTickbox.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NLibraryStatTickbox.MethodName.SetLabel">
            <summary>
            Cached name for the 'SetLabel' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NLibraryStatTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NLibraryStatTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NLibraryStatTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NLibraryStatTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NLibraryStatTickbox.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NLibraryStatTickbox.PropertyName._labelTween">
            <summary>
            Cached name for the '_labelTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NLibraryStatTickbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NLibraryStatTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NLibraryStatTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NLibraryStatTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NLibraryStatTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NLibraryStatTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.ICardSelector">
            <summary>
            An interface used to define any screen that allows for cards to be chosen
            (ie NCardSelectionScreen, NChooseACardScreen)
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen">
            <summary>
            Base class for all grid-based card selection screens.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.MethodName.ConnectSignalsAndInitGrid">
            <summary>
            Cached name for the 'ConnectSignalsAndInitGrid' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.MethodName.SetPeekButtonTargets">
            <summary>
            Cached name for the 'SetPeekButtonTargets' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.MethodName.AfterOverlayOpened">
            <summary>
            Cached name for the 'AfterOverlayOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.MethodName.AfterOverlayClosed">
            <summary>
            Cached name for the 'AfterOverlayClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.MethodName.AfterOverlayShown">
            <summary>
            Cached name for the 'AfterOverlayShown' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.MethodName.AfterOverlayHidden">
            <summary>
            Cached name for the 'AfterOverlayHidden' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.PropertyName.ScreenType">
            <summary>
            Cached name for the 'ScreenType' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.PropertyName.UseSharedBackstop">
            <summary>
            Cached name for the 'UseSharedBackstop' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.PropertyName.FocusedControlFromTopBar">
            <summary>
            Cached name for the 'FocusedControlFromTopBar' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.PropertyName._grid">
            <summary>
            Cached name for the '_grid' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.PropertyName._peekButton">
            <summary>
            Cached name for the '_peekButton' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardGridSelectionScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton">
            <summary>
            a button that sits below the card reward screen that presents alternatives to picking cards.
            The most common is "Skip", but some relics dynamically add other options such as Pael's Wing
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.MethodName.AnimateIn">
            <summary>
            Cached name for the 'AnimateIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.MethodName.UpdateShaderParam">
            <summary>
            Cached name for the 'UpdateShaderParam' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.PropertyName._optionName">
            <summary>
            Cached name for the '_optionName' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.PropertyName._animInTween">
            <summary>
            Cached name for the '_animInTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.PropertyName._showPosition">
            <summary>
            Cached name for the '_showPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.PropertyName._currentTween">
            <summary>
            Cached name for the '_currentTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.PropertyName._hsvDefault">
            <summary>
            Cached name for the '_hsvDefault' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.PropertyName._hsvHover">
            <summary>
            Cached name for the '_hsvHover' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.PropertyName._hsvDown">
            <summary>
            Cached name for the '_hsvDown' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.PropertyName._hotkeys">
            <summary>
            Cached name for the '_hotkeys' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardAlternativeButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen">
            <summary>
            Selection screen for card rewards after winning combat.
            NOTE: The card reward selection screen is only set up to look good with exactly 3 cards right now. Any more or less
            than that and things may start to look wonky. We'll need do some UI work to make it look nicer if that's required.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.RefreshOptions(System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Cards.CardCreationResult},System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.CardRewardAlternatives.CardRewardAlternative})">
            <summary>
            Called both in _Ready and if someone re-rolls the options of the associated CardReward.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.OptionSelected">
            <returns>The index of the selected option. If the index is greater than or equal to the number of cards, then
            it represents the index of an alternative option.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.DisableCardsForShortTimeAfterOpening">
            <summary>
            For a short time after opening the screen, set the cards to unselectable.
            Common mistake is for the player to click right after opening the screen, selecting a reward by mistake.
            Note that this only makes it so the player cannot select the cards. They can still navigate
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.MethodName.OnAlternateRewardSelected">
            <summary>
            Cached name for the 'OnAlternateRewardSelected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.MethodName.SelectCard">
            <summary>
            Cached name for the 'SelectCard' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.MethodName.InspectCard">
            <summary>
            Cached name for the 'InspectCard' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.MethodName.AfterOverlayOpened">
            <summary>
            Cached name for the 'AfterOverlayOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.MethodName.PowerCardFtueCheck">
            <summary>
            Cached name for the 'PowerCardFtueCheck' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.MethodName.AfterOverlayClosed">
            <summary>
            Cached name for the 'AfterOverlayClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.MethodName.AfterOverlayShown">
            <summary>
            Cached name for the 'AfterOverlayShown' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.MethodName.AfterOverlayHidden">
            <summary>
            Cached name for the 'AfterOverlayHidden' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.MethodName.UpdateControllerIcons">
            <summary>
            Cached name for the 'UpdateControllerIcons' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.PropertyName.ScreenType">
            <summary>
            Cached name for the 'ScreenType' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.PropertyName.UseSharedBackstop">
            <summary>
            Cached name for the 'UseSharedBackstop' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.PropertyName._ui">
            <summary>
            Cached name for the '_ui' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.PropertyName._banner">
            <summary>
            Cached name for the '_banner' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.PropertyName._cardRow">
            <summary>
            Cached name for the '_cardRow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.PropertyName._rewardAlternativesContainer">
            <summary>
            Cached name for the '_rewardAlternativesContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.PropertyName._inspectPrompt">
            <summary>
            Cached name for the '_inspectPrompt' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.PropertyName._cardTween">
            <summary>
            Cached name for the '_cardTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.PropertyName._buttonTween">
            <summary>
            Cached name for the '_buttonTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.PropertyName._lastFocusedControl">
            <summary>
            Cached name for the '_lastFocusedControl' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCardRewardSelectionScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton">
            <summary>
            A simple button to skip choosing a card on some select screens (like the choose 1 of 3 card reward screen).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.MethodName.AnimateIn">
            <summary>
            Cached name for the 'AnimateIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.MethodName.UpdateShaderParam">
            <summary>
            Cached name for the 'UpdateShaderParam' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.PropertyName._optionName">
            <summary>
            Cached name for the '_optionName' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.PropertyName._animInTween">
            <summary>
            Cached name for the '_animInTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.PropertyName._showPosition">
            <summary>
            Cached name for the '_showPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.PropertyName._currentTween">
            <summary>
            Cached name for the '_currentTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.PropertyName._hsvDefault">
            <summary>
            Cached name for the '_hsvDefault' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.PropertyName._hsvHover">
            <summary>
            Cached name for the '_hsvHover' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.PropertyName._hsvDown">
            <summary>
            Cached name for the '_hsvDown' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChoiceSelectionSkipButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.MethodName.OnBundleClicked">
            <summary>
            Cached name for the 'OnBundleClicked' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.MethodName.OpenPreviewScreen">
            <summary>
            Cached name for the 'OpenPreviewScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.MethodName.CancelSelection">
            <summary>
            Cached name for the 'CancelSelection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.MethodName.ConfirmSelection">
            <summary>
            Cached name for the 'ConfirmSelection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.MethodName.AfterOverlayOpened">
            <summary>
            Cached name for the 'AfterOverlayOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.MethodName.AfterOverlayClosed">
            <summary>
            Cached name for the 'AfterOverlayClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.MethodName.AfterOverlayShown">
            <summary>
            Cached name for the 'AfterOverlayShown' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.MethodName.AfterOverlayHidden">
            <summary>
            Cached name for the 'AfterOverlayHidden' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.PropertyName.ScreenType">
            <summary>
            Cached name for the 'ScreenType' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.PropertyName.UseSharedBackstop">
            <summary>
            Cached name for the 'UseSharedBackstop' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.PropertyName._bundleRow">
            <summary>
            Cached name for the '_bundleRow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.PropertyName._bundlePreviewContainer">
            <summary>
            Cached name for the '_bundlePreviewContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.PropertyName._bundlePreviewCards">
            <summary>
            Cached name for the '_bundlePreviewCards' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.PropertyName._previewCancelButton">
            <summary>
            Cached name for the '_previewCancelButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.PropertyName._previewConfirmButton">
            <summary>
            Cached name for the '_previewConfirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.PropertyName._selectedBundle">
            <summary>
            Cached name for the '_selectedBundle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.PropertyName._banner">
            <summary>
            Cached name for the '_banner' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.PropertyName._peekButton">
            <summary>
            Cached name for the '_peekButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.PropertyName._fadeTween">
            <summary>
            Cached name for the '_fadeTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.PropertyName._cardTween">
            <summary>
            Cached name for the '_cardTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseABundleSelectionScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen">
            <summary>
            Selection screen for choosing a card from in-combat generators like Attack Potion.
            NOTE: The card reward selection screen is only set up to look good with exactly 3 cards right now. Any more or less
            than that and things may start to look wonky. We'll need do some UI work to make it look nicer if that's required.
            </summary>
            TODO: this is very similar to NCardRewardScreen... if we have a 3rd screen set up like this, might be
            worth having them inherit from a common class.
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.MethodName.SelectHolder">
            <summary>
            Cached name for the 'SelectHolder' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.MethodName.OpenPreviewScreen">
            <summary>
            Cached name for the 'OpenPreviewScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.MethodName.OnSkipButtonReleased">
            <summary>
            Cached name for the 'OnSkipButtonReleased' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.MethodName.AfterOverlayOpened">
            <summary>
            Cached name for the 'AfterOverlayOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.MethodName.AfterOverlayClosed">
            <summary>
            Cached name for the 'AfterOverlayClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.MethodName.AfterOverlayShown">
            <summary>
            Cached name for the 'AfterOverlayShown' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.MethodName.AfterOverlayHidden">
            <summary>
            Cached name for the 'AfterOverlayHidden' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.MethodName.UpdateControllerIcons">
            <summary>
            Cached name for the 'UpdateControllerIcons' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.PropertyName.ScreenType">
            <summary>
            Cached name for the 'ScreenType' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.PropertyName.UseSharedBackstop">
            <summary>
            Cached name for the 'UseSharedBackstop' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.PropertyName._banner">
            <summary>
            Cached name for the '_banner' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.PropertyName._cardRow">
            <summary>
            Cached name for the '_cardRow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.PropertyName._skipButton">
            <summary>
            Cached name for the '_skipButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.PropertyName._combatPiles">
            <summary>
            Cached name for the '_combatPiles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.PropertyName._inspectPrompt">
            <summary>
            Cached name for the '_inspectPrompt' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.PropertyName._peekButton">
            <summary>
            Cached name for the '_peekButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.PropertyName._openedTicks">
            <summary>
            Cached name for the '_openedTicks' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.PropertyName._screenComplete">
            <summary>
            Cached name for the '_screenComplete' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.PropertyName._cardSelected">
            <summary>
            Cached name for the '_cardSelected' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.PropertyName._canSkip">
            <summary>
            Cached name for the '_canSkip' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.PropertyName._cardTween">
            <summary>
            Cached name for the '_cardTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.PropertyName._fadeTween">
            <summary>
            Cached name for the '_fadeTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NChooseACardSelectionScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.MethodName.ConnectSignalsAndInitGrid">
            <summary>
            Cached name for the 'ConnectSignalsAndInitGrid' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.MethodName.AfterOverlayOpened">
            <summary>
            Cached name for the 'AfterOverlayOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.MethodName.UpdateConfirmButton">
            <summary>
            Cached name for the 'UpdateConfirmButton' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.MethodName.CheckIfSelectionComplete">
            <summary>
            Cached name for the 'CheckIfSelectionComplete' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.MethodName.CompleteSelection">
            <summary>
            Cached name for the 'CompleteSelection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.MethodName.UnsubscribeFromPile">
            <summary>
            Cached name for the 'UnsubscribeFromPile' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.MethodName.UpdatePileContents">
            <summary>
            Cached name for the 'UpdatePileContents' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.PropertyName._bottomTextContainer">
            <summary>
            Cached name for the '_bottomTextContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.PropertyName._infoLabel">
            <summary>
            Cached name for the '_infoLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.PropertyName._confirmButton">
            <summary>
            Cached name for the '_confirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.PropertyName._combatPiles">
            <summary>
            Cached name for the '_combatPiles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.PropertyName._isSubscribedToPile">
            <summary>
            Cached name for the '_isSubscribedToPile' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NCombatPileCardSelectScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen">
            <summary>
            A generic select from the cards in the player's deck. Managing logic for the extra confirmation screen.
            Typically we use this screen when we are modifying the composition of a deck rather than a specific card.
            This is included but not limited to:
            - transforming cards
            - removing cards
            - cloning cards (Dolly's Mirror)
            Does not include actions that modify specific cards such as,
            upgrading (see NDeckSelectScreen) or applying enchantments (see NDeckEnchantSelectScreen) to cards, as those have special UI
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.MethodName.RefreshConfirmButtonVisibility">
            <summary>
            Cached name for the 'RefreshConfirmButtonVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.MethodName.PreviewSelection">
            <summary>
            Cached name for the 'PreviewSelection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.MethodName.CloseSelection">
            <summary>
            Cached name for the 'CloseSelection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.MethodName.CancelSelection">
            <summary>
            Cached name for the 'CancelSelection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.MethodName.ConfirmSelection">
            <summary>
            Cached name for the 'ConfirmSelection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.MethodName.CheckIfSelectionComplete">
            <summary>
            Cached name for the 'CheckIfSelectionComplete' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.MethodName.AfterOverlayShown">
            <summary>
            Cached name for the 'AfterOverlayShown' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.MethodName.AfterOverlayHidden">
            <summary>
            Cached name for the 'AfterOverlayHidden' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.PropertyName.FocusedControlFromTopBar">
            <summary>
            Cached name for the 'FocusedControlFromTopBar' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.PropertyName._previewContainer">
            <summary>
            Cached name for the '_previewContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.PropertyName._previewCards">
            <summary>
            Cached name for the '_previewCards' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.PropertyName._previewCancelButton">
            <summary>
            Cached name for the '_previewCancelButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.PropertyName._previewConfirmButton">
            <summary>
            Cached name for the '_previewConfirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.PropertyName._closeButton">
            <summary>
            Cached name for the '_closeButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.PropertyName._confirmButton">
            <summary>
            Cached name for the '_confirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.PropertyName._infoLabel">
            <summary>
            Cached name for the '_infoLabel' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckCardSelectScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen">
            <summary>
            NCardSelectionScreen specifically for enchanting cards in your deck.
            Managing logic for the extra confirmation screen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.MethodName.RefreshConfirmButtonVisibility">
            <summary>
            Cached name for the 'RefreshConfirmButtonVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.MethodName.CloseSelection">
            <summary>
            Cached name for the 'CloseSelection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.MethodName.CancelSelection">
            <summary>
            Cached name for the 'CancelSelection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.MethodName.PreviewSelection">
            <summary>
            Cached name for the 'PreviewSelection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.MethodName.ConfirmSelection">
            <summary>
            Cached name for the 'ConfirmSelection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.MethodName.CheckIfSelectionComplete">
            <summary>
            Cached name for the 'CheckIfSelectionComplete' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.PropertyName.UseSingleSelection">
            <summary>
            Cached name for the 'UseSingleSelection' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.PropertyName.FocusedControlFromTopBar">
            <summary>
            Cached name for the 'FocusedControlFromTopBar' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.PropertyName._enchantmentAmount">
            <summary>
            Cached name for the '_enchantmentAmount' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.PropertyName._enchantSinglePreviewContainer">
            <summary>
            Cached name for the '_enchantSinglePreviewContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.PropertyName._singlePreview">
            <summary>
            Cached name for the '_singlePreview' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.PropertyName._singlePreviewCancelButton">
            <summary>
            Cached name for the '_singlePreviewCancelButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.PropertyName._singlePreviewConfirmButton">
            <summary>
            Cached name for the '_singlePreviewConfirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.PropertyName._confirmButton">
            <summary>
            Cached name for the '_confirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.PropertyName._enchantMultiPreviewContainer">
            <summary>
            Cached name for the '_enchantMultiPreviewContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.PropertyName._multiPreview">
            <summary>
            Cached name for the '_multiPreview' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.PropertyName._multiPreviewCancelButton">
            <summary>
            Cached name for the '_multiPreviewCancelButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.PropertyName._multiPreviewConfirmButton">
            <summary>
            Cached name for the '_multiPreviewConfirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.PropertyName._enchantmentDescriptionContainer">
            <summary>
            Cached name for the '_enchantmentDescriptionContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.PropertyName._enchantmentTitle">
            <summary>
            Cached name for the '_enchantmentTitle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.PropertyName._enchantmentDescription">
            <summary>
            Cached name for the '_enchantmentDescription' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.PropertyName._enchantmentIcon">
            <summary>
            Cached name for the '_enchantmentIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.PropertyName._bottomTextContainer">
            <summary>
            Cached name for the '_bottomTextContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.PropertyName._infoLabel">
            <summary>
            Cached name for the '_infoLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.PropertyName._closeButton">
            <summary>
            Cached name for the '_closeButton' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckEnchantSelectScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen">
            <summary>
            CardSelectionScreen specifically for transforming cards to random other cards.
            For transforming cards into specific other cards, you probably don't need to use this.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.MethodName.RefreshConfirmButtonVisibility">
            <summary>
            Cached name for the 'RefreshConfirmButtonVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.MethodName.CloseSelection">
            <summary>
            Cached name for the 'CloseSelection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.MethodName.CancelSelection">
            <summary>
            Cached name for the 'CancelSelection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.MethodName.ConfirmSelection">
            <summary>
            Cached name for the 'ConfirmSelection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.MethodName.OpenPreviewScreen">
            <summary>
            Cached name for the 'OpenPreviewScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.MethodName.CompleteSelection">
            <summary>
            Cached name for the 'CompleteSelection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.MethodName.ToggleShowUpgrades">
            <summary>
            Cached name for the 'ToggleShowUpgrades' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.MethodName.OnControllerStateUpdated">
            <summary>
            Cached name for the 'OnControllerStateUpdated' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.PropertyName.FocusedControlFromTopBar">
            <summary>
            Cached name for the 'FocusedControlFromTopBar' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.PropertyName._previewContainer">
            <summary>
            Cached name for the '_previewContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.PropertyName._transformPreview">
            <summary>
            Cached name for the '_transformPreview' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.PropertyName._confirmButton">
            <summary>
            Cached name for the '_confirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.PropertyName._previewCancelButton">
            <summary>
            Cached name for the '_previewCancelButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.PropertyName._previewConfirmButton">
            <summary>
            Cached name for the '_previewConfirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.PropertyName._bottomTextContainer">
            <summary>
            Cached name for the '_bottomTextContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.PropertyName._infoLabel">
            <summary>
            Cached name for the '_infoLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.PropertyName._viewUpgrades">
            <summary>
            Cached name for the '_viewUpgrades' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.PropertyName._closeButton">
            <summary>
            Cached name for the '_closeButton' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckTransformSelectScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen">
            <summary>
            CardSelectionScreen specifically for upgrading cards in your deck.
            Managing logic for the extra confirmation screen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.MethodName.CloseSelection">
            <summary>
            Cached name for the 'CloseSelection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.MethodName.CancelSelection">
            <summary>
            Cached name for the 'CancelSelection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.MethodName.ConfirmSelection">
            <summary>
            Cached name for the 'ConfirmSelection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.MethodName.CheckIfSelectionComplete">
            <summary>
            Cached name for the 'CheckIfSelectionComplete' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.MethodName.ToggleShowUpgrades">
            <summary>
            Cached name for the 'ToggleShowUpgrades' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.MethodName.OnControllerStateUpdated">
            <summary>
            Cached name for the 'OnControllerStateUpdated' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.PropertyName.UseSingleSelection">
            <summary>
            Cached name for the 'UseSingleSelection' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.PropertyName.FocusedControlFromTopBar">
            <summary>
            Cached name for the 'FocusedControlFromTopBar' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.PropertyName._upgradeSinglePreviewContainer">
            <summary>
            Cached name for the '_upgradeSinglePreviewContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.PropertyName._singlePreview">
            <summary>
            Cached name for the '_singlePreview' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.PropertyName._singlePreviewCancelButton">
            <summary>
            Cached name for the '_singlePreviewCancelButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.PropertyName._singlePreviewConfirmButton">
            <summary>
            Cached name for the '_singlePreviewConfirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.PropertyName._viewUpgrades">
            <summary>
            Cached name for the '_viewUpgrades' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.PropertyName._bottomTextContainer">
            <summary>
            Cached name for the '_bottomTextContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.PropertyName._infoLabel">
            <summary>
            Cached name for the '_infoLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.PropertyName._upgradeMultiPreviewContainer">
            <summary>
            Cached name for the '_upgradeMultiPreviewContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.PropertyName._multiPreview">
            <summary>
            Cached name for the '_multiPreview' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.PropertyName._multiPreviewCancelButton">
            <summary>
            Cached name for the '_multiPreviewCancelButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.PropertyName._multiPreviewConfirmButton">
            <summary>
            Cached name for the '_multiPreviewConfirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.PropertyName._closeButton">
            <summary>
            Cached name for the '_closeButton' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NDeckUpgradeSelectScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.MethodName.ConnectSignalsAndInitGrid">
            <summary>
            Cached name for the 'ConnectSignalsAndInitGrid' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.MethodName.AfterOverlayOpened">
            <summary>
            Cached name for the 'AfterOverlayOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.MethodName.CheckIfSelectionComplete">
            <summary>
            Cached name for the 'CheckIfSelectionComplete' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.MethodName.CompleteSelection">
            <summary>
            Cached name for the 'CompleteSelection' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.PropertyName._bottomTextContainer">
            <summary>
            Cached name for the '_bottomTextContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.PropertyName._infoLabel">
            <summary>
            Cached name for the '_infoLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.PropertyName._confirmButton">
            <summary>
            Cached name for the '_confirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.PropertyName._combatPiles">
            <summary>
            Cached name for the '_combatPiles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CardSelection.NSimpleCardSelectScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NActDropdown">
            <summary>
            Dropdown for selecting an act. Only used in development.
            If this ends up being used in production, make it less messy.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NActDropdown.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NActDropdown.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NActDropdown.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NActDropdown.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NActDropdown.MethodName.PopulateOptions">
            <summary>
            Cached name for the 'PopulateOptions' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NActDropdown.MethodName.OnDropdownItemSelected">
            <summary>
            Cached name for the 'OnDropdownItemSelected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NActDropdown.MethodName.GetDropdownContainer">
            <summary>
            Cached name for the 'GetDropdownContainer' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NActDropdown.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NActDropdown.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NActDropdown.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NActDropdown.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NActDropdown.PropertyName.CurrentOption">
            <summary>
            Cached name for the 'CurrentOption' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NActDropdown.PropertyName._currentOptionIndex">
            <summary>
            Cached name for the '_currentOptionIndex' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NActDropdown.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NActDropdown.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NActDropdown.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NActDropdown.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NActDropdown.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NActDropdown.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.MethodName.Initialize">
            <summary>
            Cached name for the 'Initialize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.MethodName.SetFireBlue">
            <summary>
            Cached name for the 'SetFireBlue' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.MethodName.SetFireRed">
            <summary>
            Cached name for the 'SetFireRed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.MethodName.Cleanup">
            <summary>
            Cached name for the 'Cleanup' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.MethodName.SetAscensionLevel">
            <summary>
            Cached name for the 'SetAscensionLevel' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.MethodName.IncrementAscension">
            <summary>
            Cached name for the 'IncrementAscension' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.MethodName.DecrementAscension">
            <summary>
            Cached name for the 'DecrementAscension' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.MethodName.RefreshArrowVisibility">
            <summary>
            Cached name for the 'RefreshArrowVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.MethodName.SetMaxAscension">
            <summary>
            Cached name for the 'SetMaxAscension' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.MethodName.RefreshAscensionText">
            <summary>
            Cached name for the 'RefreshAscensionText' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.MethodName.AnimIn">
            <summary>
            Cached name for the 'AnimIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.MethodName.UpdateControllerButton">
            <summary>
            Cached name for the 'UpdateControllerButton' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.MethodName.Disable">
            <summary>
            Cached name for the 'Disable' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.PropertyName.Ascension">
            <summary>
            Cached name for the 'Ascension' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.PropertyName._maxAscension">
            <summary>
            Cached name for the '_maxAscension' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.PropertyName._leftArrow">
            <summary>
            Cached name for the '_leftArrow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.PropertyName._rightArrow">
            <summary>
            Cached name for the '_rightArrow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.PropertyName._ascensionLevel">
            <summary>
            Cached name for the '_ascensionLevel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.PropertyName._info">
            <summary>
            Cached name for the '_info' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.PropertyName._leftTriggerIcon">
            <summary>
            Cached name for the '_leftTriggerIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.PropertyName._rightTriggerIcon">
            <summary>
            Cached name for the '_rightTriggerIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.PropertyName._iconHsv">
            <summary>
            Cached name for the '_iconHsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.PropertyName._arrowsVisible">
            <summary>
            Cached name for the '_arrowsVisible' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.PropertyName._mode">
            <summary>
            Cached name for the '_mode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.SignalName.AscensionLevelChanged">
            <summary>
            Cached name for the 'AscensionLevelChanged' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.AscensionLevelChanged">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.AscensionLevelChangedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NAscensionPanel.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton">
            <summary>
            The button you click to select a character before starting a run.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.State.NotSelected">
            <summary> This button is not selected by anyone. </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.State.SelectedLocally">
            <summary> This button is selected by the local player (and maybe also remote players). </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.State.SelectedRemotely">
            <summary> This button is not selected locally, but is selected by at least one remote player. </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.LockForAnimation">
            <summary>
            There's a small delay before the unlock animation starts, and in that time, we want the button to look locked
            even though it's not.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.AnimateUnlock">
            <summary>
            Plays the unlock animation.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.Select">
            <summary>
            When this button is clicked on (or navigated to via controller), this button is considered Selected!
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.Deselect">
            <summary>
            When a player selects a button that's NOT this one, selected buttons become deselected, and this is called.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName.LockForAnimation">
            <summary>
            Cached name for the 'LockForAnimation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName.Reset">
            <summary>
            Cached name for the 'Reset' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName.OnRemotePlayerSelected">
            <summary>
            Cached name for the 'OnRemotePlayerSelected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName.OnRemotePlayerDeselected">
            <summary>
            Cached name for the 'OnRemotePlayerDeselected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName.Select">
            <summary>
            Cached name for the 'Select' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName.Deselect">
            <summary>
            Cached name for the 'Deselect' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName.RefreshState">
            <summary>
            Cached name for the 'RefreshState' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName.GetSaturationForCurrentState">
            <summary>
            Cached name for the 'GetSaturationForCurrentState' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName.GetValueForCurrentState">
            <summary>
            Cached name for the 'GetValueForCurrentState' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName.AnimateSaturationToCurrentState">
            <summary>
            Cached name for the 'AnimateSaturationToCurrentState' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName.RefreshOutline">
            <summary>
            Cached name for the 'RefreshOutline' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName.RefreshPlayerIcons">
            <summary>
            Cached name for the 'RefreshPlayerIcons' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName.DebugUnlock">
            <summary>
            Cached name for the 'DebugUnlock' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName.UnlockIfPossible">
            <summary>
            Cached name for the 'UnlockIfPossible' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName.UpdateShaderH">
            <summary>
            Cached name for the 'UpdateShaderH' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName.UpdateShaderS">
            <summary>
            Cached name for the 'UpdateShaderS' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.PropertyName.IsRandom">
            <summary>
            Cached name for the 'IsRandom' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.PropertyName.IsLocked">
            <summary>
            Cached name for the 'IsLocked' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.PropertyName.IsSelected">
            <summary>
            Cached name for the 'IsSelected' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.PropertyName._iconAdd">
            <summary>
            Cached name for the '_iconAdd' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.PropertyName._lock">
            <summary>
            Cached name for the '_lock' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.PropertyName._outlineLocal">
            <summary>
            Cached name for the '_outlineLocal' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.PropertyName._outlineRemote">
            <summary>
            Cached name for the '_outlineRemote' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.PropertyName._outlineMixed">
            <summary>
            Cached name for the '_outlineMixed' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.PropertyName._shadow">
            <summary>
            Cached name for the '_shadow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.PropertyName._playerIconContainer">
            <summary>
            Cached name for the '_playerIconContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.PropertyName._isLocked">
            <summary>
            Cached name for the '_isLocked' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.PropertyName._currentOutline">
            <summary>
            Cached name for the '_currentOutline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.PropertyName._isSelected">
            <summary>
            Cached name for the '_isSelected' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.PropertyName._state">
            <summary>
            Cached name for the '_state' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.PropertyName._hsvTween">
            <summary>
            Cached name for the '_hsvTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.CheckForMultiplayerAscensionPopup">
            <summary>
            Checks if we need to show the Ascension Multiplayer FTUE-like popup and displays one if so.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.InitializeSingleplayer">
            <summary>
            Opens this screen
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.SelectCharacter(MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectButton,MegaCrit.Sts2.Core.Models.CharacterModel)">
            <summary>
            Called when the player selects a Character! Also called when you open the character select screen.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.OnAscensionPanelLevelChanged">
            <summary>
            Called when the ascension is changed from the ascension panel.
            When the host hits the left and right arrow, we want to send the ascension change to clients.
            On the clients, this is called when the ascension sync message is received, but we don't want to do anything.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.OnUnreadyPressed(MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton)">
            <summary>
            Called when the player presses the unready button in multiplayer. You can't unready in singleplayer.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MaxAscensionChanged">
            <summary>
            Called when another player joins with a max ascension level lower than the current one.
            Also called when the lobby is first initialized.
            Also called in singleplayer if choosing a character changes the max ascension.
            Called on both host and client.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName.CheckForMultiplayerAscensionPopup">
            <summary>
            Cached name for the 'CheckForMultiplayerAscensionPopup' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName.InitializeSingleplayer">
            <summary>
            Cached name for the 'InitializeSingleplayer' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName.InitCharacterButtons">
            <summary>
            Cached name for the 'InitCharacterButtons' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName.UpdateRandomCharacterVisibility">
            <summary>
            Cached name for the 'UpdateRandomCharacterVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName.DebugUnlockAllCharacters">
            <summary>
            Cached name for the 'DebugUnlockAllCharacters' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName.OnSubmenuClosed">
            <summary>
            Cached name for the 'OnSubmenuClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName.OnEmbarkPressed">
            <summary>
            Cached name for the 'OnEmbarkPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName.CleanUpLobby">
            <summary>
            Cached name for the 'CleanUpLobby' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName.OnAscensionPanelLevelChanged">
            <summary>
            Cached name for the 'OnAscensionPanelLevelChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName.OnUnreadyPressed">
            <summary>
            Cached name for the 'OnUnreadyPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName.UpdateRichPresence">
            <summary>
            Cached name for the 'UpdateRichPresence' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName.MaxAscensionChanged">
            <summary>
            Cached name for the 'MaxAscensionChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName.AscensionChanged">
            <summary>
            Cached name for the 'AscensionChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName.SeedChanged">
            <summary>
            Cached name for the 'SeedChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName.ModifiersChanged">
            <summary>
            Cached name for the 'ModifiersChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.MethodName.AfterInitialized">
            <summary>
            Cached name for the 'AfterInitialized' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName.ShouldShowActDropdown">
            <summary>
            Cached name for the 'ShouldShowActDropdown' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._name">
            <summary>
            Cached name for the '_name' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._infoPanel">
            <summary>
            Cached name for the '_infoPanel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._description">
            <summary>
            Cached name for the '_description' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._hp">
            <summary>
            Cached name for the '_hp' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._gold">
            <summary>
            Cached name for the '_gold' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._relicTitle">
            <summary>
            Cached name for the '_relicTitle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._relicDescription">
            <summary>
            Cached name for the '_relicDescription' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._relicIcon">
            <summary>
            Cached name for the '_relicIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._relicIconOutline">
            <summary>
            Cached name for the '_relicIconOutline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._selectedButton">
            <summary>
            Cached name for the '_selectedButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._charButtonContainer">
            <summary>
            Cached name for the '_charButtonContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._bgContainer">
            <summary>
            Cached name for the '_bgContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._readyAndWaitingContainer">
            <summary>
            Cached name for the '_readyAndWaitingContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._backButton">
            <summary>
            Cached name for the '_backButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._unreadyButton">
            <summary>
            Cached name for the '_unreadyButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._embarkButton">
            <summary>
            Cached name for the '_embarkButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._ascensionPanel">
            <summary>
            Cached name for the '_ascensionPanel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._actDropdown">
            <summary>
            Cached name for the '_actDropdown' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._actDropdownLabel">
            <summary>
            Cached name for the '_actDropdownLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._remotePlayerContainer">
            <summary>
            Cached name for the '_remotePlayerContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._characterUnlockAnimationBackstop">
            <summary>
            Cached name for the '_characterUnlockAnimationBackstop' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._randomCharacterButton">
            <summary>
            Cached name for the '_randomCharacterButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._infoPanelTween">
            <summary>
            Cached name for the '_infoPanelTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._infoPanelPosFinalVal">
            <summary>
            Cached name for the '_infoPanelPosFinalVal' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._delayEmbarkForCharacterSelect">
            <summary>
            Cached name for the '_delayEmbarkForCharacterSelect' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.PropertyName._charSelectButtonScene">
            <summary>
            Cached name for the '_charSelectButtonScene' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreenBg.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreenBg.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreenBg.MethodName.OnWindowChange">
            <summary>
            Cached name for the 'OnWindowChange' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreenBg.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreenBg.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreenBg.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreenBg.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreenBg.PropertyName._window">
            <summary>
            Cached name for the '_window' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreenBg.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreenBg.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreenBg.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreenBg.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreenBg.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NCharacterSelectScreenBg.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.MethodName.OnSubmenuClosed">
            <summary>
            Cached name for the 'OnSubmenuClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.MethodName.OnEmbarkPressed">
            <summary>
            Cached name for the 'OnEmbarkPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.MethodName.OnUnreadyPressed">
            <summary>
            Cached name for the 'OnUnreadyPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.MethodName.UpdateRichPresence">
            <summary>
            Cached name for the 'UpdateRichPresence' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.MethodName.CleanUpLobby">
            <summary>
            Cached name for the 'CleanUpLobby' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.MethodName.PlayerConnected">
            <summary>
            Cached name for the 'PlayerConnected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.MethodName.PlayerReadyChanged">
            <summary>
            Cached name for the 'PlayerReadyChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.MethodName.RemotePlayerDisconnected">
            <summary>
            Cached name for the 'RemotePlayerDisconnected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.MethodName.BeginRun">
            <summary>
            Cached name for the 'BeginRun' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.MethodName.AfterMultiplayerStarted">
            <summary>
            Cached name for the 'AfterMultiplayerStarted' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.PropertyName._name">
            <summary>
            Cached name for the '_name' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.PropertyName._infoPanel">
            <summary>
            Cached name for the '_infoPanel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.PropertyName._hp">
            <summary>
            Cached name for the '_hp' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.PropertyName._gold">
            <summary>
            Cached name for the '_gold' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.PropertyName._selectedButton">
            <summary>
            Cached name for the '_selectedButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.PropertyName._bgContainer">
            <summary>
            Cached name for the '_bgContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.PropertyName._confirmButton">
            <summary>
            Cached name for the '_confirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.PropertyName._backButton">
            <summary>
            Cached name for the '_backButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.PropertyName._unreadyButton">
            <summary>
            Cached name for the '_unreadyButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.PropertyName._ascensionPanel">
            <summary>
            Cached name for the '_ascensionPanel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.PropertyName._floorLabel">
            <summary>
            Cached name for the '_floorLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.PropertyName._actLabel">
            <summary>
            Cached name for the '_actLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.PropertyName._remotePlayerContainer">
            <summary>
            Cached name for the '_remotePlayerContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.PropertyName._infoPanelTween">
            <summary>
            Cached name for the '_infoPanelTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.PropertyName._infoPanelPosFinalVal">
            <summary>
            Cached name for the '_infoPanelPosFinalVal' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NMultiplayerLoadGameScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NRegentCharacterSelectBg.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NRegentCharacterSelectBg.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NRegentCharacterSelectBg.MethodName.SetSkin">
            <summary>
            Cached name for the 'SetSkin' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NRegentCharacterSelectBg.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NRegentCharacterSelectBg.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NRegentCharacterSelectBg.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NRegentCharacterSelectBg.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NRegentCharacterSelectBg.PropertyName._sphereGuardianHover">
            <summary>
            Cached name for the '_sphereGuardianHover' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NRegentCharacterSelectBg.PropertyName._decaHover">
            <summary>
            Cached name for the '_decaHover' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NRegentCharacterSelectBg.PropertyName._sentryHover">
            <summary>
            Cached name for the '_sentryHover' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NRegentCharacterSelectBg.PropertyName._sneckoHover">
            <summary>
            Cached name for the '_sneckoHover' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NRegentCharacterSelectBg.PropertyName._cultistHover">
            <summary>
            Cached name for the '_cultistHover' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NRegentCharacterSelectBg.PropertyName._shapesHover">
            <summary>
            Cached name for the '_shapesHover' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NRegentCharacterSelectBg.PropertyName._amogusHover">
            <summary>
            Cached name for the '_amogusHover' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NRegentCharacterSelectBg.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NRegentCharacterSelectBg.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NRegentCharacterSelectBg.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NRegentCharacterSelectBg.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NRegentCharacterSelectBg.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CharacterSelect.NRegentCharacterSelectBg.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.EnableScreenExit">
            <summary>
            The screen must be up for 2 seconds before you can exit.
            Otherwise, you can open it and close it before seeing it (confusion).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.ProcessScrollEvent(Godot.InputEvent)">
            <summary>
            Processes mouse wheel to zoom in and out of the Timeline screen.
            </summary>
            <param name="inputEvent"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.ShuffleOneColumn(System.String)">
            <summary>
            When you want to randomize the order for a section with just names.
            Used for Modding Support section.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.SplitThreeColumnPlaytesters(System.String)">
            <summary>
            Takes all the playtester credits, shuffles it
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName.InitMegaCrit">
            <summary>
            Cached name for the 'InitMegaCrit' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName.InitComposer">
            <summary>
            Cached name for the 'InitComposer' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName.InitAdditionalProgramming">
            <summary>
            Cached name for the 'InitAdditionalProgramming' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName.InitAdditionalVfx">
            <summary>
            Cached name for the 'InitAdditionalVfx' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName.InitMarketingSupport">
            <summary>
            Cached name for the 'InitMarketingSupport' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName.InitConsultants">
            <summary>
            Cached name for the 'InitConsultants' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName.InitVoices">
            <summary>
            Cached name for the 'InitVoices' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName.InitLocalization">
            <summary>
            Cached name for the 'InitLocalization' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName.InitTwitchExtension">
            <summary>
            Cached name for the 'InitTwitchExtension' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName.InitModdingSupport">
            <summary>
            Cached name for the 'InitModdingSupport' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName.InitPlaytesters">
            <summary>
            Cached name for the 'InitPlaytesters' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName.InitTrailer">
            <summary>
            Cached name for the 'InitTrailer' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName.InitFmod">
            <summary>
            Cached name for the 'InitFmod' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName.InitSpine">
            <summary>
            Cached name for the 'InitSpine' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName.InitGodot">
            <summary>
            Cached name for the 'InitGodot' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName.InitExitMessage">
            <summary>
            Cached name for the 'InitExitMessage' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName.CloseScreenDebug">
            <summary>
            Cached name for the 'CloseScreenDebug' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName._GuiInput">
            <summary>
            Cached name for the '_GuiInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName.ProcessScrollEvent">
            <summary>
            Cached name for the 'ProcessScrollEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.MethodName.ShuffleOneColumn">
            <summary>
            Cached name for the 'ShuffleOneColumn' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.PropertyName._canClose">
            <summary>
            Cached name for the '_canClose' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.PropertyName._exitingScreen">
            <summary>
            Cached name for the '_exitingScreen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.PropertyName._screenContents">
            <summary>
            Cached name for the '_screenContents' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.PropertyName._backButton">
            <summary>
            Cached name for the '_backButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.PropertyName._targetPosition">
            <summary>
            Cached name for the '_targetPosition' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Credits.NCreditsScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen">
            <summary>
            Intermediate screen when loading a custom run in multiplayer. Allows players to join back into the session
            before it is resumed.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.MethodName.OnSubmenuClosed">
            <summary>
            Cached name for the 'OnSubmenuClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.MethodName.OnEmbarkPressed">
            <summary>
            Cached name for the 'OnEmbarkPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.MethodName.OnUnreadyPressed">
            <summary>
            Cached name for the 'OnUnreadyPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.MethodName.UpdateRichPresence">
            <summary>
            Cached name for the 'UpdateRichPresence' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.MethodName.CleanUpLobby">
            <summary>
            Cached name for the 'CleanUpLobby' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.MethodName.PlayerConnected">
            <summary>
            Cached name for the 'PlayerConnected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.MethodName.PlayerReadyChanged">
            <summary>
            Cached name for the 'PlayerReadyChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.MethodName.RemotePlayerDisconnected">
            <summary>
            Cached name for the 'RemotePlayerDisconnected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.MethodName.BeginRun">
            <summary>
            Cached name for the 'BeginRun' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.MethodName.AfterInitialized">
            <summary>
            Cached name for the 'AfterInitialized' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.PropertyName._confirmButton">
            <summary>
            Cached name for the '_confirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.PropertyName._backButton">
            <summary>
            Cached name for the '_backButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.PropertyName._unreadyButton">
            <summary>
            Cached name for the '_unreadyButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.PropertyName._ascensionPanel">
            <summary>
            Cached name for the '_ascensionPanel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.PropertyName._readyAndWaitingContainer">
            <summary>
            Cached name for the '_readyAndWaitingContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.PropertyName._seedInput">
            <summary>
            Cached name for the '_seedInput' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.PropertyName._remotePlayerContainer">
            <summary>
            Cached name for the '_remotePlayerContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.PropertyName._modifiersList">
            <summary>
            Cached name for the '_modifiersList' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunLoadScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen">
            <summary>
            Allows the player to start a run with any set of ascension, character, and modifiers.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.OnAscensionPanelLevelChanged">
            <summary>
            Called when the ascension is changed from the ascension panel.
            When the host hits the left and right arrow, we want to send the ascension change to clients.
            On the clients, this is called when the ascension sync message is received, but we don't want to do anything.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.OnModifiersListChanged">
            <summary>
            Called when the custom modifiers are changed from the modifiers list.
            When the host ticks a modifier on or off, we want to send that change to clients.
            On the clients, this is called after the modifiers list syncs with the modifier sync message, but we don't need
            to do anything here.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MaxAscensionChanged">
            <summary>
            Called when another player joins with a max ascension level lower than the current one.
            Also called when the lobby is first initialized.
            Also called in singleplayer if the max ascension changes due to the character changing.
            Called on both host and client.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName.InitializeSingleplayer">
            <summary>
            Cached name for the 'InitializeSingleplayer' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName.OnSeedInputSubmitted">
            <summary>
            Cached name for the 'OnSeedInputSubmitted' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName.InitCharacterButtons">
            <summary>
            Cached name for the 'InitCharacterButtons' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName.DebugUnlockAllCharacters">
            <summary>
            Cached name for the 'DebugUnlockAllCharacters' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName.OnSubmenuClosed">
            <summary>
            Cached name for the 'OnSubmenuClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName.OnEmbarkPressed">
            <summary>
            Cached name for the 'OnEmbarkPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName.OnUnreadyPressed">
            <summary>
            Cached name for the 'OnUnreadyPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName.UpdateRichPresence">
            <summary>
            Cached name for the 'UpdateRichPresence' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName.CleanUpLobby">
            <summary>
            Cached name for the 'CleanUpLobby' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName.GetModifiersString">
            <summary>
            Cached name for the 'GetModifiersString' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName.OnAscensionPanelLevelChanged">
            <summary>
            Cached name for the 'OnAscensionPanelLevelChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName.OnModifiersListChanged">
            <summary>
            Cached name for the 'OnModifiersListChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName.MaxAscensionChanged">
            <summary>
            Cached name for the 'MaxAscensionChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName.AscensionChanged">
            <summary>
            Cached name for the 'AscensionChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName.SeedChanged">
            <summary>
            Cached name for the 'SeedChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName.ModifiersChanged">
            <summary>
            Cached name for the 'ModifiersChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName.AfterInitialized">
            <summary>
            Cached name for the 'AfterInitialized' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName.UpdateControllerButton">
            <summary>
            Cached name for the 'UpdateControllerButton' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.MethodName.TryFocusOnModifiersList">
            <summary>
            Cached name for the 'TryFocusOnModifiersList' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.PropertyName.ModifiersHotkey">
            <summary>
            Cached name for the 'ModifiersHotkey' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.PropertyName._disclaimer">
            <summary>
            Cached name for the '_disclaimer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.PropertyName._selectedButton">
            <summary>
            Cached name for the '_selectedButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.PropertyName._charButtonContainer">
            <summary>
            Cached name for the '_charButtonContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.PropertyName._confirmButton">
            <summary>
            Cached name for the '_confirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.PropertyName._backButton">
            <summary>
            Cached name for the '_backButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.PropertyName._unreadyButton">
            <summary>
            Cached name for the '_unreadyButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.PropertyName._ascensionPanel">
            <summary>
            Cached name for the '_ascensionPanel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.PropertyName._readyAndWaitingContainer">
            <summary>
            Cached name for the '_readyAndWaitingContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.PropertyName._seedInput">
            <summary>
            Cached name for the '_seedInput' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.PropertyName._remotePlayerContainer">
            <summary>
            Cached name for the '_remotePlayerContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.PropertyName._modifiersList">
            <summary>
            Cached name for the '_modifiersList' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.PropertyName._modifiersHotkeyIcon">
            <summary>
            Cached name for the '_modifiersHotkeyIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.PropertyName._uiMode">
            <summary>
            Cached name for the '_uiMode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NCustomRunScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NRunModifierTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NRunModifierTickbox.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NRunModifierTickbox.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NRunModifierTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NRunModifierTickbox.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NRunModifierTickbox.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NRunModifierTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NRunModifierTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NRunModifierTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NRunModifierTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NRunModifierTickbox.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NRunModifierTickbox.PropertyName._highlight">
            <summary>
            Cached name for the '_highlight' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NRunModifierTickbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NRunModifierTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NRunModifierTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NRunModifierTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NRunModifierTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.CustomRun.NRunModifierTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunCharacterContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunCharacterContainer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunCharacterContainer.MethodName.SetIsReady">
            <summary>
            Cached name for the 'SetIsReady' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunCharacterContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunCharacterContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunCharacterContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunCharacterContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunCharacterContainer.PropertyName._characterIconContainer">
            <summary>
            Cached name for the '_characterIconContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunCharacterContainer.PropertyName._playerNameLabel">
            <summary>
            Cached name for the '_playerNameLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunCharacterContainer.PropertyName._characterNameLabel">
            <summary>
            Cached name for the '_characterNameLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunCharacterContainer.PropertyName._ascensionLabel">
            <summary>
            Cached name for the '_ascensionLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunCharacterContainer.PropertyName._ascensionNumberLabel">
            <summary>
            Cached name for the '_ascensionNumberLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunCharacterContainer.PropertyName._readyIndicator">
            <summary>
            Cached name for the '_readyIndicator' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunCharacterContainer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunCharacterContainer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunCharacterContainer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunCharacterContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunCharacterContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunCharacterContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.Initialize(System.DateTimeOffset,System.Collections.Generic.IEnumerable{System.UInt64},System.Boolean)">
            <summary>
            Does first-time initialization with the given day. Should only be called when the page loads and when a new
            player joins the run.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.SetDay(System.DateTimeOffset)">
            <summary>
            Called by the paginator when the day in the paginator changes.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.NavigateGlobalRank">
            <summary>
            Called when we press left/right arrows when viewing Global Rank.
            Lets other players view the scores and names of other players ranked above/below them.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.MethodName.ToggleGlobalRank">
            <summary>
            Cached name for the 'ToggleGlobalRank' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.MethodName.SetLocalizedText">
            <summary>
            Cached name for the 'SetLocalizedText' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.MethodName.Cleanup">
            <summary>
            Cached name for the 'Cleanup' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.MethodName.ChangePage">
            <summary>
            Cached name for the 'ChangePage' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.MethodName.SetPage">
            <summary>
            Cached name for the 'SetPage' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.MethodName.NavigateGlobalRank">
            <summary>
            Cached name for the 'NavigateGlobalRank' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.MethodName.ClearEntries">
            <summary>
            Cached name for the 'ClearEntries' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.PropertyName._paginator">
            <summary>
            Cached name for the '_paginator' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.PropertyName._scoreContainer">
            <summary>
            Cached name for the '_scoreContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.PropertyName._leftArrow">
            <summary>
            Cached name for the '_leftArrow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.PropertyName._rightArrow">
            <summary>
            Cached name for the '_rightArrow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.PropertyName._loadingIndicator">
            <summary>
            Cached name for the '_loadingIndicator' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.PropertyName._noScoresIndicator">
            <summary>
            Cached name for the '_noScoresIndicator' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.PropertyName._noFriendsIndicator">
            <summary>
            Cached name for the '_noFriendsIndicator' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.PropertyName._noScoreUploadIndicator">
            <summary>
            Cached name for the '_noScoreUploadIndicator' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.PropertyName._separators">
            <summary>
            Cached name for the '_separators' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.PropertyName._globalTickbox">
            <summary>
            Cached name for the '_globalTickbox' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.PropertyName._currentPage">
            <summary>
            Cached name for the '_currentPage' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.PropertyName._currentIndex">
            <summary>
            Cached name for the '_currentIndex' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.PropertyName._hasNegativeScore">
            <summary>
            Cached name for the '_hasNegativeScore' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboard.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardHeader.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardHeader.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardHeader.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardHeader.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardHeader.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardHeader.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardHeader.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardHeader.PropertyName._rank">
            <summary>
            Cached name for the '_rank' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardHeader.PropertyName._name">
            <summary>
            Cached name for the '_name' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardHeader.PropertyName._score">
            <summary>
            Cached name for the '_score' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardHeader.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardHeader.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardHeader.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardHeader.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardHeader.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardHeader.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardRow.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardRow.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardRow.MethodName.FormatHoursAndMinutes">
            <summary>
            Cached name for the 'FormatHoursAndMinutes' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardRow.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardRow.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardRow.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardRow.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardRow.PropertyName._rank">
            <summary>
            Cached name for the '_rank' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardRow.PropertyName._name">
            <summary>
            Cached name for the '_name' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardRow.PropertyName._floor">
            <summary>
            Cached name for the '_floor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardRow.PropertyName._badges">
            <summary>
            Cached name for the '_badges' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardRow.PropertyName._time">
            <summary>
            Cached name for the '_time' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardRow.PropertyName._isYou">
            <summary>
            Cached name for the '_isYou' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardRow.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardRow.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardRow.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardRow.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardRow.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardRow.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardSeparator.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardSeparator.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardSeparator.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardSeparator.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardSeparator.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardSeparator.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardSeparator.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardSeparator.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLeaderboardSeparator.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen">
            <summary>
            Screen that displays when loading a multiplayer daily run, allowing other players to join the game before it starts.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.MethodName.OnSubmenuClosed">
            <summary>
            Cached name for the 'OnSubmenuClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.MethodName.InitializeDisplay">
            <summary>
            Cached name for the 'InitializeDisplay' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.MethodName.OnEmbarkPressed">
            <summary>
            Cached name for the 'OnEmbarkPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.MethodName.OnUnreadyPressed">
            <summary>
            Cached name for the 'OnUnreadyPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.MethodName.UpdateRichPresence">
            <summary>
            Cached name for the 'UpdateRichPresence' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.MethodName.CleanUpLobby">
            <summary>
            Cached name for the 'CleanUpLobby' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.MethodName.PlayerConnected">
            <summary>
            Cached name for the 'PlayerConnected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.MethodName.PlayerReadyChanged">
            <summary>
            Cached name for the 'PlayerReadyChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.MethodName.RemotePlayerDisconnected">
            <summary>
            Cached name for the 'RemotePlayerDisconnected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.MethodName.BeginRun">
            <summary>
            Cached name for the 'BeginRun' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.MethodName.AfterMultiplayerStarted">
            <summary>
            Cached name for the 'AfterMultiplayerStarted' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.PropertyName._dateLabel">
            <summary>
            Cached name for the '_dateLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.PropertyName._embarkButton">
            <summary>
            Cached name for the '_embarkButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.PropertyName._backButton">
            <summary>
            Cached name for the '_backButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.PropertyName._unreadyButton">
            <summary>
            Cached name for the '_unreadyButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.PropertyName._characterContainer">
            <summary>
            Cached name for the '_characterContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.PropertyName._leaderboard">
            <summary>
            Cached name for the '_leaderboard' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.PropertyName._modifiersTitleLabel">
            <summary>
            Cached name for the '_modifiersTitleLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.PropertyName._modifiersContainer">
            <summary>
            Cached name for the '_modifiersContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.PropertyName._remotePlayerContainer">
            <summary>
            Cached name for the '_remotePlayerContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.PropertyName._readyAndWaitingContainer">
            <summary>
            Cached name for the '_readyAndWaitingContainer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunLoadScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScoreWarning">
            <summary>
            Displays when the player's already uploaded a score for today's daily.
            When hovered, displays info about why the score won't be uploaded.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScoreWarning.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScoreWarning.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScoreWarning.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScoreWarning.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScoreWarning.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScoreWarning.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScoreWarning.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScoreWarning.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScoreWarning.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScoreWarning.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScoreWarning.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.InitializeLeaderboard">
            <summary>
            This is called:
            - Once when the screen is shown
            - Anytime when the player count changes
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.SetupLobbyForHostOrSingleplayer">
            <summary>
            Fetches the time from the time server and initializes the lobby for multiplayer or singleplayer.
            After this completes, _lobby will be initialized. Its time will be set with the time fetched from the time server,
            or with the local time, if we couldn't fetch the time from the server.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.GetTimeServerTime">
            <summary>
            Attempt to get the time from the time server.
            If any time server request succeeded in the past, this uses the cached time server time. Otherwise, it requests
            a new time. Falls back to local time if the server is unreachable.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.GetServerRelativeTime">
            <summary>
            Returns the time on the Mega Crit time server.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.SetupLobbyParams(MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.StartRunLobby)">
            <summary>
            This is called on both host and client after the lobby is setup to sync the state of the lobby.
            It is also called when any player leaves or rejoins the game to reroll modifiers so that CharacterCards can
            properly avoid hitting any characters that have been rolled.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.MethodName.InitializeSingleplayer">
            <summary>
            Cached name for the 'InitializeSingleplayer' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.MethodName.OnSubmenuClosed">
            <summary>
            Cached name for the 'OnSubmenuClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.MethodName.InitializeLeaderboard">
            <summary>
            Cached name for the 'InitializeLeaderboard' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.MethodName.InitializeDisplay">
            <summary>
            Cached name for the 'InitializeDisplay' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.MethodName.SetIsLoading">
            <summary>
            Cached name for the 'SetIsLoading' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.MethodName.MaxAscensionChanged">
            <summary>
            Cached name for the 'MaxAscensionChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.MethodName.AscensionChanged">
            <summary>
            Cached name for the 'AscensionChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.MethodName.SeedChanged">
            <summary>
            Cached name for the 'SeedChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.MethodName.ModifiersChanged">
            <summary>
            Cached name for the 'ModifiersChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.MethodName.OnEmbarkPressed">
            <summary>
            Cached name for the 'OnEmbarkPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.MethodName.OnUnreadyPressed">
            <summary>
            Cached name for the 'OnUnreadyPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.MethodName.UpdateRichPresence">
            <summary>
            Cached name for the 'UpdateRichPresence' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.MethodName.CleanUpLobby">
            <summary>
            Cached name for the 'CleanUpLobby' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.MethodName.AfterLobbyInitialized">
            <summary>
            Cached name for the 'AfterLobbyInitialized' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.PropertyName._titleLabel">
            <summary>
            Cached name for the '_titleLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.PropertyName._disclaimer">
            <summary>
            Cached name for the '_disclaimer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.PropertyName._dateLabel">
            <summary>
            Cached name for the '_dateLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.PropertyName._timeLeftLabel">
            <summary>
            Cached name for the '_timeLeftLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.PropertyName._characterContainer">
            <summary>
            Cached name for the '_characterContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.PropertyName._embarkButton">
            <summary>
            Cached name for the '_embarkButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.PropertyName._backButton">
            <summary>
            Cached name for the '_backButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.PropertyName._unreadyButton">
            <summary>
            Cached name for the '_unreadyButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.PropertyName._leaderboard">
            <summary>
            Cached name for the '_leaderboard' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.PropertyName._modifiersTitleLabel">
            <summary>
            Cached name for the '_modifiersTitleLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.PropertyName._modifiersContainer">
            <summary>
            Cached name for the '_modifiersContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.PropertyName._remotePlayerContainer">
            <summary>
            Cached name for the '_remotePlayerContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.PropertyName._readyAndWaitingContainer">
            <summary>
            Cached name for the '_readyAndWaitingContainer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreenModifier.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreenModifier.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreenModifier.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreenModifier.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreenModifier.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreenModifier.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreenModifier.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreenModifier.PropertyName._description">
            <summary>
            Cached name for the '_description' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreenModifier.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreenModifier.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreenModifier.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreenModifier.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreenModifier.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NDailyRunScreenModifier.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NGlobalRankTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NGlobalRankTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NGlobalRankTickbox.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NGlobalRankTickbox.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NGlobalRankTickbox.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NGlobalRankTickbox.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NGlobalRankTickbox.MethodName.SetLabel">
            <summary>
            Cached name for the 'SetLabel' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NGlobalRankTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NGlobalRankTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NGlobalRankTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NGlobalRankTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NGlobalRankTickbox.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NGlobalRankTickbox.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NGlobalRankTickbox.PropertyName._labelTween">
            <summary>
            Cached name for the '_labelTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NGlobalRankTickbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NGlobalRankTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NGlobalRankTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NGlobalRankTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NGlobalRankTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NGlobalRankTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator">
            <summary>
            This is pretty close to NPaginator, but NPaginator only supports a static list of options whereas this needs to
            - Set its text based on a DateTimeOffset that is (effectively) infinite
            - Dynamically enable/disable arrows based on whether the query says there is a leaderboard
            It uses the same scene as NPaginator but with the script replaced.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.MethodName._GuiInput">
            <summary>
            Cached name for the '_GuiInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.MethodName.PageLeft">
            <summary>
            Cached name for the 'PageLeft' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.MethodName.PageRight">
            <summary>
            Cached name for the 'PageRight' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.MethodName.DayChangeHelper">
            <summary>
            Cached name for the 'DayChangeHelper' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.MethodName.OnDayChanged">
            <summary>
            Cached name for the 'OnDayChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.MethodName.Disable">
            <summary>
            Cached name for the 'Disable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.MethodName.Enable">
            <summary>
            Cached name for the 'Enable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.PropertyName._vfxLabel">
            <summary>
            Cached name for the '_vfxLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.PropertyName._leftArrow">
            <summary>
            Cached name for the '_leftArrow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.PropertyName._rightArrow">
            <summary>
            Cached name for the '_rightArrow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.PropertyName._selectionReticle">
            <summary>
            Cached name for the '_selectionReticle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.PropertyName._leaderboard">
            <summary>
            Cached name for the '_leaderboard' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardDayPaginator.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.MethodName.GetControllerIconNode">
            <summary>
            Cached name for the 'GetControllerIconNode' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.PropertyName._isLeftArrow">
            <summary>
            Cached name for the '_isLeftArrow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.PropertyName._baseScale">
            <summary>
            Cached name for the '_baseScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.PropertyName._hotkeys">
            <summary>
            Cached name for the '_hotkeys' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.DailyRun.NLeaderboardPageArrow.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown">
            <summary>
            The language dropdown in the OptionsScreen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown.MethodName.PopulateOptions">
            <summary>
            Cached name for the 'PopulateOptions' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown.MethodName.OnDropdownItemSelected">
            <summary>
            Cached name for the 'OnDropdownItemSelected' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown.PropertyName.CurrentCategory">
            <summary>
            Cached name for the 'CurrentCategory' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown.PropertyName._dropdownItemScene">
            <summary>
            Cached name for the '_dropdownItemScene' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown.PropertyName._selectionReticle">
            <summary>
            Cached name for the '_selectionReticle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown.PropertyName._categories">
            <summary>
            Cached name for the '_categories' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown.PropertyName._currentCategoryIndex">
            <summary>
            Cached name for the '_currentCategoryIndex' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdown.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdownItem.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdownItem.MethodName.Init">
            <summary>
            Cached name for the 'Init' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdownItem.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdownItem.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdownItem.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdownItem.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdownItem.PropertyName.CategoryIndex">
            <summary>
            Cached name for the 'CategoryIndex' property.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdownItem.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdownItem.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdownItem.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdownItem.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdownItem.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackCategoryDropdownItem.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackScreenOpener">
            <summary>
            Opens the feedback screen from anywhere when a hotkey is pressed.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackScreenOpener.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackScreenOpener.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackScreenOpener.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackScreenOpener.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackScreenOpener.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackScreenOpener.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackScreenOpener.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackScreenOpener.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackScreenOpener.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackScreenOpener.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NFeedbackScreenOpener.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackButton.PropertyName._selectionReticle">
            <summary>
            Cached name for the '_selectionReticle' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackCartoon.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackCartoon.MethodName.SetRotation1">
            <summary>
            Cached name for the 'SetRotation1' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackCartoon.MethodName.SetRotation2">
            <summary>
            Cached name for the 'SetRotation2' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackCartoon.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackCartoon.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackCartoon.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackCartoon.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackCartoon.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackCartoon.PropertyName.opposite">
            <summary>
            Cached name for the 'opposite' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackCartoon.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackCartoon.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackCartoon.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackCartoon.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackCartoon.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackCartoon.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackEmojiButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackEmojiButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackEmojiButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackEmojiButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackEmojiButton.MethodName.SetSelected">
            <summary>
            Cached name for the 'SetSelected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackEmojiButton.MethodName.FlashError">
            <summary>
            Cached name for the 'FlashError' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackEmojiButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackEmojiButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackEmojiButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackEmojiButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackEmojiButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackEmojiButton.PropertyName._isSelected">
            <summary>
            Cached name for the '_isSelected' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackEmojiButton.PropertyName._selectionReticle">
            <summary>
            Cached name for the '_selectionReticle' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackEmojiButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackEmojiButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackEmojiButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackEmojiButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackEmojiButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackEmojiButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackFlower.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackFlower.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackFlower.MethodName.SetState">
            <summary>
            Cached name for the 'SetState' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackFlower.MethodName.SetRandomPosition">
            <summary>
            Cached name for the 'SetRandomPosition' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackFlower.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackFlower.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackFlower.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackFlower.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackFlower.PropertyName.Cartoon">
            <summary>
            Cached name for the 'Cartoon' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackFlower.PropertyName.MyState">
            <summary>
            Cached name for the 'MyState' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackFlower.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackFlower.PropertyName._originalPosition">
            <summary>
            Cached name for the '_originalPosition' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackFlower.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackFlower.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackFlower.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackFlower.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackFlower.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackFlower.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.OnDescriptionChanged">
            <summary>
            Used to limit the number of characters that can be typed into the description box.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.SetScreenshot(Godot.Image)">
            <summary>
            Set the screenshot that will be uploaded with the feedback. The screenshot will be automatically scaled to a
            smaller size so that the upload isn't massive.
            </summary>
            <param name="screenshot"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.SendFeedbackWrapper">
            <summary>
            Send feedback, allowing the player to exit the menu if they want to get back to playing.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.SendFeedback(MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.FeedbackData,System.IO.Stream,System.IO.Stream)">
            <summary>
            Send feedback and log after close.
            This is purposefully static so that we ensure that nothing from the screen is used, as it can be deallocated
            before the method completes.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.MethodName.Relocalize">
            <summary>
            Cached name for the 'Relocalize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.MethodName.OnDescriptionChanged">
            <summary>
            Cached name for the 'OnDescriptionChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.MethodName.SetScreenshot">
            <summary>
            Cached name for the 'SetScreenshot' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.MethodName.EmojiButtonSelected">
            <summary>
            Cached name for the 'EmojiButtonSelected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.MethodName.SendButtonFocused">
            <summary>
            Cached name for the 'SendButtonFocused' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.MethodName.SendButtonUnfocused">
            <summary>
            Cached name for the 'SendButtonUnfocused' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.MethodName.Open">
            <summary>
            Cached name for the 'Open' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.MethodName.Close">
            <summary>
            Cached name for the 'Close' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.MethodName.ClearInput">
            <summary>
            Cached name for the 'ClearInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.MethodName.SetSelectedEmoji">
            <summary>
            Cached name for the 'SetSelectedEmoji' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.MethodName.SendButtonSelected">
            <summary>
            Cached name for the 'SendButtonSelected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.MethodName.ReturnToGameSelected">
            <summary>
            Cached name for the 'ReturnToGameSelected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.MethodName.ReturnToGameFocused">
            <summary>
            Cached name for the 'ReturnToGameFocused' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.MethodName.ReturnToGameUnfocused">
            <summary>
            Cached name for the 'ReturnToGameUnfocused' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.MethodName.WiggleCartoons1">
            <summary>
            Cached name for the 'WiggleCartoons1' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.MethodName.WiggleCartoons2">
            <summary>
            Cached name for the 'WiggleCartoons2' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._backButton">
            <summary>
            Cached name for the '_backButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._mainPanel">
            <summary>
            Cached name for the '_mainPanel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._descriptionInput">
            <summary>
            Cached name for the '_descriptionInput' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._emojiLabel">
            <summary>
            Cached name for the '_emojiLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._sendButton">
            <summary>
            Cached name for the '_sendButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._sendLabel">
            <summary>
            Cached name for the '_sendLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._categoryLabel">
            <summary>
            Cached name for the '_categoryLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._returnToGameButton">
            <summary>
            Cached name for the '_returnToGameButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._returnToGameLabel">
            <summary>
            Cached name for the '_returnToGameLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._returnToGameHoverLabel">
            <summary>
            Cached name for the '_returnToGameHoverLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._categoryDropdown">
            <summary>
            Cached name for the '_categoryDropdown' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._sendBackstop">
            <summary>
            Cached name for the '_sendBackstop' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._sendPanel">
            <summary>
            Cached name for the '_sendPanel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._successLabel">
            <summary>
            Cached name for the '_successLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._failedLabel">
            <summary>
            Cached name for the '_failedLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._sendingLabel">
            <summary>
            Cached name for the '_sendingLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._flower">
            <summary>
            Cached name for the '_flower' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._selectedEmoteButton">
            <summary>
            Cached name for the '_selectedEmoteButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._screenshotBytes">
            <summary>
            Cached name for the '_screenshotBytes' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._originalSuccessPosition">
            <summary>
            Cached name for the '_originalSuccessPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._lastClosedMsec">
            <summary>
            Cached name for the '_lastClosedMsec' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._descriptionText">
            <summary>
            Cached name for the '_descriptionText' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._descriptionCaretLine">
            <summary>
            Cached name for the '_descriptionCaretLine' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._descriptionCaretColumn">
            <summary>
            Cached name for the '_descriptionCaretColumn' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.PropertyName._wiggleTween">
            <summary>
            Cached name for the '_wiggleTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.FeedbackScreen.NSendFeedbackScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge">
            <summary>
            Badge visual which appears on the game over screen.
            Can be hovered to view its name and description.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.Create(MegaCrit.Sts2.Core.Models.Badges.Badge)">
            <summary>
            This creates an NBadge for the game over screen.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.Create(System.String,MegaCrit.Sts2.Core.Models.Badges.BadgeRarity)">
            <summary>
            This creates an NBadge for the run history screen :).
            TODO: And the statistics screen later!
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.GetRarityPrefix(MegaCrit.Sts2.Core.Models.Badges.BadgeRarity)">
            <summary>
            Maps badge rarity enums to prefix used for LocStrings
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.AnimateIn">
            <summary>
            0.4 second animation of a Badge animating in.
            Deferred due to how GridContainer lays out its elements after AddChildSafely().
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.MethodName.GetRarityPrefix">
            <summary>
            Cached name for the 'GetRarityPrefix' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.MethodName.GetBadgeBaseTexture">
            <summary>
            Cached name for the 'GetBadgeBaseTexture' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.PropertyName._hoverNode">
            <summary>
            Cached name for the '_hoverNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.PropertyName._selectionReticle">
            <summary>
            Cached name for the '_selectionReticle' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NBadge.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NDiscoveredItem.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NDiscoveredItem.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NDiscoveredItem.MethodName.SetText">
            <summary>
            Cached name for the 'SetText' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NDiscoveredItem.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NDiscoveredItem.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NDiscoveredItem.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NDiscoveredItem.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NDiscoveredItem.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NDiscoveredItem.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NDiscoveredItem.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NDiscoveredItem.PropertyName._selectionReticle">
            <summary>
            Cached name for the '_selectionReticle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NDiscoveredItem.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NDiscoveredItem.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NDiscoveredItem.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NDiscoveredItem.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NDiscoveredItem.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NDiscoveredItem.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NDiscoveredItem.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.OnEnable">
            <summary>
            Call when we want this button to animate in.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.OnDisable">
            <summary>
            Call when we want this button to hide this button (Disables clickability/hotkeys)
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.MethodName.UpdateShaderS">
            <summary>
            Cached name for the 'UpdateShaderS' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.PropertyName._showPosition">
            <summary>
            Cached name for the '_showPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverContinueButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.Create(MegaCrit.Sts2.Core.Runs.RunState,MegaCrit.Sts2.Core.Saves.SerializableRun)">
            <summary>
            Create an instance of this screen.
            Null if we're in test mode.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.OpenSummaryScreen(MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton)">
            <summary>
            Called when the player continues to the score/badge breakdown.
            </summary>
            <param name="_"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.AnimateRunSummary">
            <summary>
            Animates the second page of our Game Over screen
            </summary>
            <exception cref="T:System.InvalidOperationException"></exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.SaveBadgesToProgress(System.Collections.Generic.List{MegaCrit.Sts2.Core.Models.Badges.Badge})">
            <summary>
            Based on the badges you get, save them to the progress file.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.AddScoreLine(System.String,System.String,System.Int32,System.String,System.String)">
            <summary>
            Helper function to create score lines, add child, and place it in a list to bulk animate later.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.GetScoreThreshold(System.Int32)">
            <summary>
            Lookup table of score thresholds based on the total number of unlocks the player has completed.
            Must match: <see cref="M:MegaCrit.Sts2.Core.Saves.SaveManager.GetEpochIdForUnlock"/>.
            </summary>
            <param name="unlocksRemaining"></param>
            <returns></returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MoveCreaturesToDifferentLayerAndDisableUi">
            <summary>
            We move the Creature nodes so they render above the game over screen backstop!
            Drama!
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.AnimateIn">
            <summary>
            Called when the Game Over screen appears (immediately upon Death/Victory)
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.GetAscensionMulti(System.Int32)">
            <summary>
            Little helper function that creates the x1.1 sort of string for the Score Line.
            </summary>
            <param name="ascension"></param>
            <returns></returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName.DiscoveredAnyEpochs">
            <summary>
            Cached name for the 'DiscoveredAnyEpochs' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName.InitializeBannerAndQuote">
            <summary>
            Cached name for the 'InitializeBannerAndQuote' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName.OpenSummaryScreen">
            <summary>
            Cached name for the 'OpenSummaryScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName.AddScoreLine">
            <summary>
            Cached name for the 'AddScoreLine' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName.PlayUnlockSfx">
            <summary>
            Cached name for the 'PlayUnlockSfx' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName.TweenScore">
            <summary>
            Cached name for the 'TweenScore' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName.GetScoreThreshold">
            <summary>
            Cached name for the 'GetScoreThreshold' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName.ShowLeaderboard">
            <summary>
            Cached name for the 'ShowLeaderboard' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName.HideSummary">
            <summary>
            Cached name for the 'HideSummary' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName.OpenRunHistoryScreen">
            <summary>
            Cached name for the 'OpenRunHistoryScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName.OnMainMenuButtonPressed">
            <summary>
            Cached name for the 'OnMainMenuButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName.OpenTimeline">
            <summary>
            Cached name for the 'OpenTimeline' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName.ReturnToMainMenu">
            <summary>
            Cached name for the 'ReturnToMainMenu' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName.AfterOverlayOpened">
            <summary>
            Cached name for the 'AfterOverlayOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName.MoveCreaturesToDifferentLayerAndDisableUi">
            <summary>
            Cached name for the 'MoveCreaturesToDifferentLayerAndDisableUi' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName.UpdateBackstopMaterial">
            <summary>
            Cached name for the 'UpdateBackstopMaterial' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName.AfterOverlayClosed">
            <summary>
            Cached name for the 'AfterOverlayClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName.AfterOverlayShown">
            <summary>
            Cached name for the 'AfterOverlayShown' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName.AfterOverlayHidden">
            <summary>
            Cached name for the 'AfterOverlayHidden' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.MethodName.GetAscensionMulti">
            <summary>
            Cached name for the 'GetAscensionMulti' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName.ScreenType">
            <summary>
            Cached name for the 'ScreenType' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName.UseSharedBackstop">
            <summary>
            Cached name for the 'UseSharedBackstop' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName.FocusedControlFromTopBar">
            <summary>
            Cached name for the 'FocusedControlFromTopBar' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._continueButton">
            <summary>
            Cached name for the '_continueButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._viewRunButton">
            <summary>
            Cached name for the '_viewRunButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._mainMenuButton">
            <summary>
            Cached name for the '_mainMenuButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._leaderboardButton">
            <summary>
            Cached name for the '_leaderboardButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._badgeContainer">
            <summary>
            Cached name for the '_badgeContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._scoreLineContainer">
            <summary>
            Cached name for the '_scoreLineContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._scoreBar">
            <summary>
            Cached name for the '_scoreBar' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._scoreFg">
            <summary>
            Cached name for the '_scoreFg' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._scoreProgress">
            <summary>
            Cached name for the '_scoreProgress' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._unlocksRemaining">
            <summary>
            Cached name for the '_unlocksRemaining' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._score">
            <summary>
            Cached name for the '_score' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._scoreThreshold">
            <summary>
            Cached name for the '_scoreThreshold' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._scoreUnlockedEpochId">
            <summary>
            Cached name for the '_scoreUnlockedEpochId' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._leaderboard">
            <summary>
            Cached name for the '_leaderboard' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._creatureContainer">
            <summary>
            Cached name for the '_creatureContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._summaryContainer">
            <summary>
            Cached name for the '_summaryContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._fullBlackBackstop">
            <summary>
            Cached name for the '_fullBlackBackstop' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._summaryBackstop">
            <summary>
            Cached name for the '_summaryBackstop' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._backstop">
            <summary>
            Cached name for the '_backstop' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._banner">
            <summary>
            Cached name for the '_banner' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._deathQuote">
            <summary>
            Cached name for the '_deathQuote' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._victoryDamageLabel">
            <summary>
            Cached name for the '_victoryDamageLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._uiNode">
            <summary>
            Cached name for the '_uiNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._screenshakeContainer">
            <summary>
            Cached name for the '_screenshakeContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._discoveryLabel">
            <summary>
            Cached name for the '_discoveryLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._encounterQuote">
            <summary>
            Cached name for the '_encounterQuote' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._isAnimatingSummary">
            <summary>
            Cached name for the '_isAnimatingSummary' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._backstopMaterial">
            <summary>
            Cached name for the '_backstopMaterial' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.PropertyName._quoteTween">
            <summary>
            Cached name for the '_quoteTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton">
            <summary>
            This is specifically the main menu button in the Game Over screen.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.OnEnable">
            <summary>
            Call when we want this button to animate in.
            Called when we transition from Death intermission -> summary and when returning from Run History/Settings.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.OnDisable">
            <summary>
            Called to hide this button (Open Settings/Run History or something during Death summary)
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.MethodName.SetLabelForUnlock">
            <summary>
            Cached name for the 'SetLabelForUnlock' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.MethodName.HideButton">
            <summary>
            Cached name for the 'HideButton' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.MethodName.UpdateShaderS">
            <summary>
            Cached name for the 'UpdateShaderS' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.PropertyName._showPosition">
            <summary>
            Cached name for the '_showPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NReturnToMainMenuButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary">
            <summary>
            Animates the Run Summary portion of the Death Screen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.MethodName.SetControllerNav">
            <summary>
            Cached name for the 'SetControllerNav' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.PropertyName._discoveryContainer">
            <summary>
            Cached name for the '_discoveryContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.PropertyName._discoveryHeader">
            <summary>
            Cached name for the '_discoveryHeader' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.PropertyName._discoveredContents">
            <summary>
            Cached name for the '_discoveredContents' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.PropertyName._discoveredCards">
            <summary>
            Cached name for the '_discoveredCards' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.PropertyName._discoveredRelics">
            <summary>
            Cached name for the '_discoveredRelics' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.PropertyName._discoveredPotions">
            <summary>
            Cached name for the '_discoveredPotions' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.PropertyName._discoveredEnemies">
            <summary>
            Cached name for the '_discoveredEnemies' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.PropertyName._discoveredEpochs">
            <summary>
            Cached name for the '_discoveredEpochs' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.PropertyName._waitTween">
            <summary>
            Cached name for the '_waitTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NRunSummary.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NScoreLine.AnimateIn">
            <summary>
            0.4 second animation of a score line animating in.
            Deferred due to how GridContainer lays out its elements after AddChildSafely().
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NScoreLine.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NScoreLine.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NScoreLine.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NScoreLine.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NScoreLine.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NScoreLine.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NScoreLine.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NScoreLine.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NScoreLine.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NScoreLine.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NScoreLine.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NScoreLine.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NScoreLine.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NScoreLine.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.OnEnable">
            <summary>
            Call when we want this button to animate in.
            Called when we transition from Death intermission -> summary and when returning from Run History/Settings.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.OnDisable">
            <summary>
            Called to hide this button (Open Settings/Run History or something during Death summary)
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.MethodName.UpdateShaderS">
            <summary>
            Cached name for the 'UpdateShaderS' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.PropertyName._showPosition">
            <summary>
            Cached name for the '_showPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NViewRunButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen">
            <summary>
            Allows the player to view a single relic. This allows players to see the higher resolution asset and flavor text.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.Open(System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Models.RelicModel},MegaCrit.Sts2.Core.Models.RelicModel)">
            <summary>
            Opens the Relic Inspection Screen.
            </summary>
            <param name="relics">The collection of relics this relic is a part of (used for left/right arrows)</param>
            <param name="relic">The relic the user clicked on to open this screen (index is automatically identified)</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.UpdateRelicDisplay">
            <summary>
            Call to update the screen to match the relic we're viewing.
            Called on screen open and when paging left/right.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.MethodName.OnRightButtonPressed">
            <summary>
            Cached name for the 'OnRightButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.MethodName.OnLeftButtonPressed">
            <summary>
            Cached name for the 'OnLeftButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.MethodName.SetRelic">
            <summary>
            Cached name for the 'SetRelic' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.MethodName.UpdateRelicDisplay">
            <summary>
            Cached name for the 'UpdateRelicDisplay' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.MethodName.SetRarityVisuals">
            <summary>
            Cached name for the 'SetRarityVisuals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.MethodName.Close">
            <summary>
            Cached name for the 'Close' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.MethodName.OnBackstopPressed">
            <summary>
            Cached name for the 'OnBackstopPressed' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.PropertyName._popup">
            <summary>
            Cached name for the '_popup' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.PropertyName._backstop">
            <summary>
            Cached name for the '_backstop' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.PropertyName._nameLabel">
            <summary>
            Cached name for the '_nameLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.PropertyName._rarityLabel">
            <summary>
            Cached name for the '_rarityLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.PropertyName._description">
            <summary>
            Cached name for the '_description' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.PropertyName._flavor">
            <summary>
            Cached name for the '_flavor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.PropertyName._relicImage">
            <summary>
            Cached name for the '_relicImage' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.PropertyName._frameHsv">
            <summary>
            Cached name for the '_frameHsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.PropertyName._leftButton">
            <summary>
            Cached name for the '_leftButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.PropertyName._rightButton">
            <summary>
            Cached name for the '_rightButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.PropertyName._hoverTipRect">
            <summary>
            Cached name for the '_hoverTipRect' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.PropertyName._screenTween">
            <summary>
            Cached name for the '_screenTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.PropertyName._popupTween">
            <summary>
            Cached name for the '_popupTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.PropertyName._popupPosition">
            <summary>
            Cached name for the '_popupPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.PropertyName._leftButtonX">
            <summary>
            Cached name for the '_leftButtonX' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.PropertyName._rightButtonX">
            <summary>
            Cached name for the '_rightButtonX' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.PropertyName._index">
            <summary>
            Cached name for the '_index' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NInspectRelicScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NUpgradePreviewTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NUpgradePreviewTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NUpgradePreviewTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NUpgradePreviewTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NUpgradePreviewTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NUpgradePreviewTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NUpgradePreviewTickbox.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NUpgradePreviewTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NUpgradePreviewTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NUpgradePreviewTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NUpgradePreviewTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.InspectScreens.NUpgradePreviewTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton">
            <summary>
            The submenu buttons in the bottom section in the Compendium screen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.MethodName.SetLocalization">
            <summary>
            Cached name for the 'SetLocalization' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.MethodName._Notification">
            <summary>
            Cached name for the '_Notification' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.MethodName.RefreshLabels">
            <summary>
            Cached name for the 'RefreshLabels' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.MethodName.UpdateShaderParam">
            <summary>
            Cached name for the 'UpdateShaderParam' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.PropertyName._bgPanel">
            <summary>
            Cached name for the '_bgPanel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.PropertyName._locKeyPrefix">
            <summary>
            Cached name for the '_locKeyPrefix' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.PropertyName._defaultV">
            <summary>
            Cached name for the '_defaultV' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.PropertyName._focusV">
            <summary>
            Cached name for the '_focusV' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.PropertyName._pressV">
            <summary>
            Cached name for the '_pressV' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumBottomButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.MethodName.OpenCardLibrary">
            <summary>
            Cached name for the 'OpenCardLibrary' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.MethodName.OpenRelicCollection">
            <summary>
            Cached name for the 'OpenRelicCollection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.MethodName.OpenPotionLab">
            <summary>
            Cached name for the 'OpenPotionLab' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.MethodName.OpenBestiary">
            <summary>
            Cached name for the 'OpenBestiary' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.MethodName.OpenLeaderboards">
            <summary>
            Cached name for the 'OpenLeaderboards' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.MethodName.OpenStatistics">
            <summary>
            Cached name for the 'OpenStatistics' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.MethodName.OpenRunHistory">
            <summary>
            Cached name for the 'OpenRunHistory' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.PropertyName._confirmButton">
            <summary>
            Cached name for the '_confirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.PropertyName._cardLibraryButton">
            <summary>
            Cached name for the '_cardLibraryButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.PropertyName._relicCollectionButton">
            <summary>
            Cached name for the '_relicCollectionButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.PropertyName._potionLabButton">
            <summary>
            Cached name for the '_potionLabButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.PropertyName._bestiaryButton">
            <summary>
            Cached name for the '_bestiaryButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.PropertyName._leaderboardsButton">
            <summary>
            Cached name for the '_leaderboardsButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.PropertyName._statisticsButton">
            <summary>
            Cached name for the '_statisticsButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.PropertyName._runHistoryButton">
            <summary>
            Cached name for the '_runHistoryButton' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCompendiumSubmenu.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo">
            <summary>
            Shows run info in the main menu! Handy!
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.MethodName.AnimShow">
            <summary>
            Cached name for the 'AnimShow' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.MethodName.AnimHide">
            <summary>
            Cached name for the 'AnimHide' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.MethodName.ShowError">
            <summary>
            Cached name for the 'ShowError' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.PropertyName.HasResult">
            <summary>
            Cached name for the 'HasResult' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.PropertyName._visTween">
            <summary>
            Cached name for the '_visTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.PropertyName._initPosition">
            <summary>
            Cached name for the '_initPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.PropertyName._runInfoContainer">
            <summary>
            Cached name for the '_runInfoContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.PropertyName._errorContainer">
            <summary>
            Cached name for the '_errorContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.PropertyName._dateLabel">
            <summary>
            Cached name for the '_dateLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.PropertyName._goldLabel">
            <summary>
            Cached name for the '_goldLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.PropertyName._healthLabel">
            <summary>
            Cached name for the '_healthLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.PropertyName._progressLabel">
            <summary>
            Cached name for the '_progressLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.PropertyName._ascensionLabel">
            <summary>
            Cached name for the '_ascensionLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.PropertyName._charIcon">
            <summary>
            Cached name for the '_charIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.PropertyName._isShown">
            <summary>
            Cached name for the '_isShown' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.Initialize(MegaCrit.Sts2.Core.Entities.UI.MultiplayerUiMode)">
            <summary>
            Call this once when the menu opens with the appropriate mode for the screen we're displayed on.
            </summary>
            <param name="mode">See the documentation for the enumeration for the correct value to pass.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.SyncModifierList(System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Models.ModifierModel})">
            <summary>
            Call this when:
            - We are in client mode and the host changes the modifiers that are selected
            - Once when the game is loaded from a multiplayer save
            </summary>
            <param name="modifiers">The modifiers to display as checked.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.GetModifiersTickedOn">
            <summary>
            Returns the list of modifiers that are ticked on.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.MethodName.Initialize">
            <summary>
            Cached name for the 'Initialize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.MethodName.UntickMutuallyExclusiveModifiersForTickbox">
            <summary>
            Cached name for the 'UntickMutuallyExclusiveModifiersForTickbox' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.MethodName.AfterModifiersChanged">
            <summary>
            Cached name for the 'AfterModifiersChanged' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.PropertyName._container">
            <summary>
            Cached name for the '_container' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.PropertyName._mode">
            <summary>
            Cached name for the '_mode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.SignalName.ModifiersChanged">
            <summary>
            Cached name for the 'ModifiersChanged' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.ModifiersChanged">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.ModifiersChangedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NCustomRunModifiersList.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NDisclaimerProceedButton">
            <summary>
            Button used specifically for the Early Access Disclaimer.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NDisclaimerProceedButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NDisclaimerProceedButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NDisclaimerProceedButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NDisclaimerProceedButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NDisclaimerProceedButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NDisclaimerProceedButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NDisclaimerProceedButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NDisclaimerProceedButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NDisclaimerProceedButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NDisclaimerProceedButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NDisclaimerProceedButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NDisclaimerProceedButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NDisclaimerProceedButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NDisclaimerProceedButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NDisclaimerProceedButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NDisclaimerProceedButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NDisclaimerProceedButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NDisclaimerProceedButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NEarlyAccessDisclaimer.Create">
            <summary>
            Created as needed (not preloaded) because it only shows up once.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NEarlyAccessDisclaimer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NEarlyAccessDisclaimer.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NEarlyAccessDisclaimer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NEarlyAccessDisclaimer.MethodName.UpdateEaDisclaimerDescription">
            <summary>
            Cached name for the 'UpdateEaDisclaimerDescription' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NEarlyAccessDisclaimer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NEarlyAccessDisclaimer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NEarlyAccessDisclaimer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NEarlyAccessDisclaimer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NEarlyAccessDisclaimer.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NEarlyAccessDisclaimer.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NEarlyAccessDisclaimer.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NEarlyAccessDisclaimer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NEarlyAccessDisclaimer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NEarlyAccessDisclaimer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NEarlyAccessDisclaimer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NEarlyAccessDisclaimer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NEarlyAccessDisclaimer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendButton.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendButton.MethodName.UpdateShaderParam">
            <summary>
            Cached name for the 'UpdateShaderParam' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendButton.PropertyName.PlayerId">
            <summary>
            Cached name for the 'PlayerId' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendRefreshButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendRefreshButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendRefreshButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendRefreshButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendRefreshButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendRefreshButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendRefreshButton.MethodName.UpdateShaderParam">
            <summary>
            Cached name for the 'UpdateShaderParam' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendRefreshButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendRefreshButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendRefreshButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendRefreshButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendRefreshButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendRefreshButton.PropertyName.PlayerId">
            <summary>
            Cached name for the 'PlayerId' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendRefreshButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendRefreshButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendRefreshButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendRefreshButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendRefreshButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendRefreshButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendRefreshButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendRefreshButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.MethodName.OnSubmenuClosed">
            <summary>
            Cached name for the 'OnSubmenuClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.MethodName.RefreshButtonClicked">
            <summary>
            Cached name for the 'RefreshButtonClicked' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.PropertyName.DebugFriendsButtons">
            <summary>
            Cached name for the 'DebugFriendsButtons' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.PropertyName._buttonContainer">
            <summary>
            Cached name for the '_buttonContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.PropertyName._loadingOverlay">
            <summary>
            Cached name for the '_loadingOverlay' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.PropertyName._loadingFriendsIndicator">
            <summary>
            Cached name for the '_loadingFriendsIndicator' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.PropertyName._noFriendsLabel">
            <summary>
            Cached name for the '_noFriendsLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.PropertyName._refreshButton">
            <summary>
            Cached name for the '_refreshButton' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreenButtonLayout">
            <summary>
            Lays out buttons centered in a vertical column. When that column is full, starts a new column and centers both.
            This assumes that all children are the same size.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreenButtonLayout.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreenButtonLayout.MethodName._Notification">
            <summary>
            Cached name for the '_Notification' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreenButtonLayout.MethodName.LayoutChildren">
            <summary>
            Cached name for the 'LayoutChildren' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreenButtonLayout.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreenButtonLayout.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreenButtonLayout.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreenButtonLayout.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreenButtonLayout.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreenButtonLayout.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NJoinFriendScreenButtonLayout.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NLogoAnimation.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NLogoAnimation.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NLogoAnimation.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NLogoAnimation.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NLogoAnimation.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NLogoAnimation.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NLogoAnimation.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NLogoAnimation.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NLogoAnimation.PropertyName._bg">
            <summary>
            Cached name for the '_bg' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NLogoAnimation.PropertyName._logoContainer">
            <summary>
            Cached name for the '_logoContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NLogoAnimation.PropertyName._logoSpineNode">
            <summary>
            Cached name for the '_logoSpineNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NLogoAnimation.PropertyName._logoBgColor">
            <summary>
            Cached name for the '_logoBgColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NLogoAnimation.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NLogoAnimation.PropertyName._cancelled">
            <summary>
            Cached name for the '_cancelled' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NLogoAnimation.PropertyName._skeletonReady">
            <summary>
            Cached name for the '_skeletonReady' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NLogoAnimation.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NLogoAnimation.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NLogoAnimation.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NLogoAnimation.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NLogoAnimation.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NLogoAnimation.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.ConnectMainMenuTextButtonFocusLogic">
            <summary>
            Helper to connect Focused/Unfocused signals to main menu text buttons.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MainMenuButtonFocused(MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton)">
            <summary>
            This handles the little carets animation for the main menu text buttons.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.RefreshButtons">
            <summary>
            Re-checks the visibility of text buttons after we abandon a run from the main menu or
            close the Timeline screen. Useful because we may have unlocked new features.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.CheckCommandLineArgs">
            <summary>
            For getting into multiplayer testing quickly. Checks some command line args and skips through menu clicking
            based on the args.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.ConnectMainMenuTextButtonFocusLogic">
            <summary>
            Cached name for the 'ConnectMainMenuTextButtonFocusLogic' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.MainMenuButtonFocused">
            <summary>
            Cached name for the 'MainMenuButtonFocused' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.MainMenuButtonUnfocused">
            <summary>
            Cached name for the 'MainMenuButtonUnfocused' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.EnableBackstop">
            <summary>
            Cached name for the 'EnableBackstop' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.DisableBackstop">
            <summary>
            Cached name for the 'DisableBackstop' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.DisableBackstopInstantly">
            <summary>
            Cached name for the 'DisableBackstopInstantly' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.EnableBackstopInstantly">
            <summary>
            Cached name for the 'EnableBackstopInstantly' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.UpdateShaderMix">
            <summary>
            Cached name for the 'UpdateShaderMix' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.UpdateShaderLod">
            <summary>
            Cached name for the 'UpdateShaderLod' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.RefreshButtons">
            <summary>
            Cached name for the 'RefreshButtons' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.UpdateTimelineButtonBehavior">
            <summary>
            Cached name for the 'UpdateTimelineButtonBehavior' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.OnSubmenuStackChanged">
            <summary>
            Cached name for the 'OnSubmenuStackChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.OnContinueButtonPressed">
            <summary>
            Cached name for the 'OnContinueButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.DisplayLoadSaveError">
            <summary>
            Cached name for the 'DisplayLoadSaveError' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.OnAbandonRunButtonPressed">
            <summary>
            Cached name for the 'OnAbandonRunButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.AbandonRun">
            <summary>
            Cached name for the 'AbandonRun' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.SingleplayerButtonPressed">
            <summary>
            Cached name for the 'SingleplayerButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.OpenSingleplayerSubmenu">
            <summary>
            Cached name for the 'OpenSingleplayerSubmenu' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.OpenMultiplayerSubmenu">
            <summary>
            Cached name for the 'OpenMultiplayerSubmenu' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.OpenCompendiumSubmenu">
            <summary>
            Cached name for the 'OpenCompendiumSubmenu' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.OpenTimelineScreen">
            <summary>
            Cached name for the 'OpenTimelineScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.OpenSettingsMenu">
            <summary>
            Cached name for the 'OpenSettingsMenu' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.OpenProfileScreen">
            <summary>
            Cached name for the 'OpenProfileScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.OpenPatchNotes">
            <summary>
            Cached name for the 'OpenPatchNotes' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.Quit">
            <summary>
            Cached name for the 'Quit' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.OnWindowChange">
            <summary>
            Cached name for the 'OnWindowChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.MethodName.CheckCommandLineArgs">
            <summary>
            Cached name for the 'CheckCommandLineArgs' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName.PatchNotesScreen">
            <summary>
            Cached name for the 'PatchNotesScreen' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName.BlurBackstop">
            <summary>
            Cached name for the 'BlurBackstop' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName.MainMenuButtons">
            <summary>
            Cached name for the 'MainMenuButtons' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName.SubmenuStack">
            <summary>
            Cached name for the 'SubmenuStack' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName.ContinueRunInfo">
            <summary>
            Cached name for the 'ContinueRunInfo' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName._window">
            <summary>
            Cached name for the '_window' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName._continueButton">
            <summary>
            Cached name for the '_continueButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName._abandonRunButton">
            <summary>
            Cached name for the '_abandonRunButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName._singleplayerButton">
            <summary>
            Cached name for the '_singleplayerButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName._compendiumButton">
            <summary>
            Cached name for the '_compendiumButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName._timelineButton">
            <summary>
            Cached name for the '_timelineButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName._settingsButton">
            <summary>
            Cached name for the '_settingsButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName._quitButton">
            <summary>
            Cached name for the '_quitButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName._multiplayerButton">
            <summary>
            Cached name for the '_multiplayerButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName._buttonReticleLeft">
            <summary>
            Cached name for the '_buttonReticleLeft' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName._buttonReticleRight">
            <summary>
            Cached name for the '_buttonReticleRight' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName._reticleTween">
            <summary>
            Cached name for the '_reticleTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName._patchNotesButtonNode">
            <summary>
            Cached name for the '_patchNotesButtonNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName._openProfileScreenButton">
            <summary>
            Cached name for the '_openProfileScreenButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName._lastHitButton">
            <summary>
            Cached name for the '_lastHitButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName._runInfo">
            <summary>
            Cached name for the '_runInfo' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName._timelineNotificationDot">
            <summary>
            Cached name for the '_timelineNotificationDot' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName._backstopTween">
            <summary>
            Cached name for the '_backstopTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName._bg">
            <summary>
            Cached name for the '_bg' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName._blur">
            <summary>
            Cached name for the '_blur' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.PropertyName._openTimeline">
            <summary>
            Cached name for the '_openTimeline' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenu.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuBg.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuBg.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuBg.MethodName.OnWindowChange">
            <summary>
            Cached name for the 'OnWindowChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuBg.MethodName.ScaleBgIfNarrow">
            <summary>
            Cached name for the 'ScaleBgIfNarrow' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuBg.MethodName.HideLogo">
            <summary>
            Cached name for the 'HideLogo' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuBg.MethodName.ShowLogo">
            <summary>
            Cached name for the 'ShowLogo' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuBg.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuBg.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuBg.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuBg.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuBg.PropertyName._window">
            <summary>
            Cached name for the '_window' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuBg.PropertyName._bg">
            <summary>
            Cached name for the '_bg' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuBg.PropertyName._logo">
            <summary>
            Cached name for the '_logo' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuBg.PropertyName._logoTween">
            <summary>
            Cached name for the '_logoTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuBg.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuBg.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuBg.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuBg.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuBg.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuBg.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuContinueButton">
            <summary>
            Overridden so the <see cref="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NContinueRunInfo"/> node appear when this button is hovered. That's it.
            Same exact behavior for the AbandonRun button btw. They should be identical.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuContinueButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuContinueButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuContinueButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuContinueButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuContinueButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuContinueButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuContinueButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuContinueButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuContinueButton.PropertyName._mainMenu">
            <summary>
            Cached name for the '_mainMenu' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuContinueButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuContinueButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuContinueButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuContinueButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuContinueButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuContinueButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack">
            <summary>
            Manages spawned submenus in the main menu.
            We lazily spawn submenus only when they are requested to reduce loading times.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._settingsScreenScene">
            <summary>
            Cached name for the '_settingsScreenScene' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._characterSelectScreenScene">
            <summary>
            Cached name for the '_characterSelectScreenScene' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._singleplayerSubmenu">
            <summary>
            Cached name for the '_singleplayerSubmenu' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._multiplayerSubmenu">
            <summary>
            Cached name for the '_multiplayerSubmenu' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._multiplayerHostSubmenu">
            <summary>
            Cached name for the '_multiplayerHostSubmenu' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._joinFriendSubmenu">
            <summary>
            Cached name for the '_joinFriendSubmenu' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._characterSelectSubmenu">
            <summary>
            Cached name for the '_characterSelectSubmenu' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._loadMultiplayerSubmenu">
            <summary>
            Cached name for the '_loadMultiplayerSubmenu' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._compendiumSubmenu">
            <summary>
            Cached name for the '_compendiumSubmenu' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._bestiarySubmenu">
            <summary>
            Cached name for the '_bestiarySubmenu' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._relicCollectionSubmenu">
            <summary>
            Cached name for the '_relicCollectionSubmenu' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._potionLabSubmenu">
            <summary>
            Cached name for the '_potionLabSubmenu' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._cardLibrarySubmenu">
            <summary>
            Cached name for the '_cardLibrarySubmenu' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._runHistorySubmenu">
            <summary>
            Cached name for the '_runHistorySubmenu' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._statsScreen">
            <summary>
            Cached name for the '_statsScreen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._timelineScreen">
            <summary>
            Cached name for the '_timelineScreen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._settingsScreen">
            <summary>
            Cached name for the '_settingsScreen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._dailyScreen">
            <summary>
            Cached name for the '_dailyScreen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._dailyLoadScreen">
            <summary>
            Cached name for the '_dailyLoadScreen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._customRunScreen">
            <summary>
            Cached name for the '_customRunScreen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._customRunLoadScreen">
            <summary>
            Cached name for the '_customRunLoadScreen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._moddingScreen">
            <summary>
            Cached name for the '_moddingScreen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.PropertyName._profileScreen">
            <summary>
            Cached name for the '_profileScreen' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuSubmenuStack.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton">
            <summary>
            The text buttons seen as a vertical list in the main menu.
            Buttons like Singleplayer, Multiplayer, Statistics, Options, Quit, etc
            Note that we tween the scale/modulate of the label instead of the entire button because stuff is parented to the
            continue button
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.label">
            <summary>
            This is null at certain points when the scene is being loaded.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.UpdatePivotOffset">
            <summary>
            Wait one frame before the text change affects the Control node's size so we can set the pivot accurately.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.MethodName.SetLocalization">
            <summary>
            Cached name for the 'SetLocalization' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.MethodName._Notification">
            <summary>
            Cached name for the '_Notification' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.MethodName.RefreshLabel">
            <summary>
            Cached name for the 'RefreshLabel' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.MethodName.AnimUnhover">
            <summary>
            Cached name for the 'AnimUnhover' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.MethodName.AnimPressDown">
            <summary>
            Cached name for the 'AnimPressDown' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.MethodName.AnimRelease">
            <summary>
            Cached name for the 'AnimRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.PropertyName.label">
            <summary>
            Cached name for the 'label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.PropertyName._defaultColor">
            <summary>
            Cached name for the '_defaultColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.PropertyName._hoveredColor">
            <summary>
            Cached name for the '_hoveredColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.PropertyName._downColor">
            <summary>
            Cached name for the '_downColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMainMenuTextButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.RefreshButtons">
            <summary>
            Checks the unlock state of Custom and Daily to determine whether they should be locked or not.
            Is not checked only at _Ready() because the MainMenu isn't recreated upon returning from the Timeline.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.MethodName.RefreshButtons">
            <summary>
            Cached name for the 'RefreshButtons' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.MethodName.OnStandardPressed">
            <summary>
            Cached name for the 'OnStandardPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.MethodName.OnDailyPressed">
            <summary>
            Cached name for the 'OnDailyPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.MethodName.OnCustomPressed">
            <summary>
            Cached name for the 'OnCustomPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.MethodName.StartHost">
            <summary>
            Cached name for the 'StartHost' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.PropertyName._standardButton">
            <summary>
            Cached name for the '_standardButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.PropertyName._dailyButton">
            <summary>
            Cached name for the '_dailyButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.PropertyName._customButton">
            <summary>
            Cached name for the '_customButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.PropertyName._loadingOverlay">
            <summary>
            Cached name for the '_loadingOverlay' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerHostSubmenu.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.MethodName.UpdateButtons">
            <summary>
            Cached name for the 'UpdateButtons' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.MethodName.AbandonRun">
            <summary>
            Cached name for the 'AbandonRun' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.MethodName.StartLoad">
            <summary>
            Cached name for the 'StartLoad' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.MethodName.OnHostPressed">
            <summary>
            Cached name for the 'OnHostPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.MethodName.FastHost">
            <summary>
            Cached name for the 'FastHost' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.MethodName.OpenJoinFriendsScreen">
            <summary>
            Cached name for the 'OpenJoinFriendsScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.MethodName.OnJoinFriendsPressed">
            <summary>
            Cached name for the 'OnJoinFriendsPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.MethodName.OnSubmenuShown">
            <summary>
            Cached name for the 'OnSubmenuShown' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.PropertyName._hostButton">
            <summary>
            Cached name for the '_hostButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.PropertyName._loadButton">
            <summary>
            Cached name for the '_loadButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.PropertyName._abandonButton">
            <summary>
            Cached name for the '_abandonButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.PropertyName._joinButton">
            <summary>
            Cached name for the '_joinButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.PropertyName._loadingOverlay">
            <summary>
            Cached name for the '_loadingOverlay' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NMultiplayerSubmenu.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton">
            <summary>
            Button on the main menu which opens the profile screen, allowing the player to switch profiles.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.MethodName._Notification">
            <summary>
            Cached name for the '_Notification' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.MethodName.RefreshLabels">
            <summary>
            Cached name for the 'RefreshLabels' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.MethodName.UpdateDescription">
            <summary>
            Cached name for the 'UpdateDescription' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.PropertyName._profileIcon">
            <summary>
            Cached name for the '_profileIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.PropertyName._title">
            <summary>
            Cached name for the '_title' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.PropertyName._description">
            <summary>
            Cached name for the '_description' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NOpenProfileScreenButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesButton.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.MethodName.CreateNewPatchEntry">
            <summary>
            Cached name for the 'CreateNewPatchEntry' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.MethodName.NextPatchNote">
            <summary>
            Cached name for the 'NextPatchNote' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.MethodName.PreviousPatchNote">
            <summary>
            Cached name for the 'PreviousPatchNote' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.MethodName.Open">
            <summary>
            Cached name for the 'Open' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.MethodName.Close">
            <summary>
            Cached name for the 'Close' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.MethodName.LoadPatchNoteText">
            <summary>
            Cached name for the 'LoadPatchNoteText' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.MethodName.ReadPatchNoteFile">
            <summary>
            Cached name for the 'ReadPatchNoteFile' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.MethodName.UpdateDateLabel">
            <summary>
            Cached name for the 'UpdateDateLabel' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.MethodName.GetFileNameFromPath">
            <summary>
            Cached name for the 'GetFileNameFromPath' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.MethodName.RemoveFileExtension">
            <summary>
            Cached name for the 'RemoveFileExtension' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.PropertyName.IsOpen">
            <summary>
            Cached name for the 'IsOpen' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.PropertyName._screenContents">
            <summary>
            Cached name for the '_screenContents' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.PropertyName._marginContainer">
            <summary>
            Cached name for the '_marginContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.PropertyName._prevButton">
            <summary>
            Cached name for the '_prevButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.PropertyName._nextButton">
            <summary>
            Cached name for the '_nextButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.PropertyName._patchNotesToggle">
            <summary>
            Cached name for the '_patchNotesToggle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.PropertyName._backButton">
            <summary>
            Cached name for the '_backButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.PropertyName._dateLabel">
            <summary>
            Cached name for the '_dateLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.PropertyName._patchText">
            <summary>
            Cached name for the '_patchText' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.PropertyName._cachedScene">
            <summary>
            Cached name for the '_cachedScene' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.PropertyName._index">
            <summary>
            Cached name for the '_index' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.PropertyName._currentScrollLine">
            <summary>
            Cached name for the '_currentScrollLine' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NPatchNotesScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton">
            <summary>
            The huge submenu buttons you see in the MainMenu.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.OnEnable">
            <summary>
            Used when this button is LOCKED from the player for whatever reason.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.MethodName.GetImagePath">
            <summary>
            Cached name for the 'GetImagePath' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.MethodName.SetIconAndLocalization">
            <summary>
            Cached name for the 'SetIconAndLocalization' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.MethodName._Notification">
            <summary>
            Cached name for the '_Notification' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.MethodName.RefreshLabels">
            <summary>
            Cached name for the 'RefreshLabels' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.MethodName.UpdateShaderParam">
            <summary>
            Cached name for the 'UpdateShaderParam' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.PropertyName._bgPanel">
            <summary>
            Cached name for the '_bgPanel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.PropertyName._title">
            <summary>
            Cached name for the '_title' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.PropertyName._description">
            <summary>
            Cached name for the '_description' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.PropertyName._locKeyPrefix">
            <summary>
            Cached name for the '_locKeyPrefix' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.PropertyName._defaultV">
            <summary>
            Cached name for the '_defaultV' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.PropertyName._focusV">
            <summary>
            Cached name for the '_focusV' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.PropertyName._pressV">
            <summary>
            Cached name for the '_pressV' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NShortSubmenuButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.RefreshButtons">
            <summary>
            Checks the unlock state of Custom and Daily to determine whether they should be locked or not.
            Is not checked only at _Ready() because the MainMenu isn't recreated upon returning from the Timeline.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.MethodName.RefreshButtons">
            <summary>
            Cached name for the 'RefreshButtons' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.MethodName.OpenCharacterSelect">
            <summary>
            Cached name for the 'OpenCharacterSelect' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.MethodName.OpenDailyScreen">
            <summary>
            Cached name for the 'OpenDailyScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.MethodName.OpenCustomScreen">
            <summary>
            Cached name for the 'OpenCustomScreen' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.PropertyName._standardButton">
            <summary>
            Cached name for the '_standardButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.PropertyName._dailyButton">
            <summary>
            Cached name for the '_dailyButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.PropertyName._customButton">
            <summary>
            Cached name for the '_customButton' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSingleplayerSubmenu.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu._lastFocusedControl">
            <summary>
            The last control node we were focusing on when this submenu was hidden (usually when another submenu is opened above it)
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.HideBackButtonImmediately">
            <summary>
            Used to override submenu back button behaviors (see: Timeline)
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.InitialFocusedControl">
            <summary>
            The initial control the submenu is focused on when it is first opened
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.OnSubmenuShown">
            <summary>
            Called when this submenu is newly pushed onto the stack OR when it is re-shown because the submenu above it has
            been popped from the stack.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.OnSubmenuHidden">
            <summary>
            Called when this submenu has just been popped from the stack OR when it is hidden because a new submenu has just
            been pushed onto the stack.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.OnSubmenuOpened">
            <summary>
            Called only when this submenu is newly pushed on to a stack.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.OnSubmenuClosed">
            <summary>
            Called only when this submenu is popped from the stack it was on.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.MethodName.HideBackButtonImmediately">
            <summary>
            Cached name for the 'HideBackButtonImmediately' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.MethodName.SetStack">
            <summary>
            Cached name for the 'SetStack' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.MethodName.OnScreenVisibilityChange">
            <summary>
            Cached name for the 'OnScreenVisibilityChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.MethodName.OnSubmenuShown">
            <summary>
            Cached name for the 'OnSubmenuShown' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.MethodName.OnSubmenuHidden">
            <summary>
            Cached name for the 'OnSubmenuHidden' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.MethodName.OnSubmenuClosed">
            <summary>
            Cached name for the 'OnSubmenuClosed' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.PropertyName._backButton">
            <summary>
            Cached name for the '_backButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.PropertyName._stack">
            <summary>
            Cached name for the '_stack' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.PropertyName._lastFocusedControl">
            <summary>
            Cached name for the '_lastFocusedControl' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenu.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton">
            <summary>
            The huge submenu buttons you see in the MainMenu.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.MethodName.SetIconAndLocalization">
            <summary>
            Cached name for the 'SetIconAndLocalization' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.MethodName._Notification">
            <summary>
            Cached name for the '_Notification' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.MethodName.RefreshLabels">
            <summary>
            Cached name for the 'RefreshLabels' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.MethodName.UpdateShaderParam">
            <summary>
            Cached name for the 'UpdateShaderParam' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.PropertyName._bgPanel">
            <summary>
            Cached name for the '_bgPanel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.PropertyName._title">
            <summary>
            Cached name for the '_title' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.PropertyName._description">
            <summary>
            Cached name for the '_description' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.PropertyName._locKeyPrefix">
            <summary>
            Cached name for the '_locKeyPrefix' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.PropertyName._defaultV">
            <summary>
            Cached name for the '_defaultV' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.PropertyName._scaleTween">
            <summary>
            Cached name for the '_scaleTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack">
            <summary>
            Manages submenus in the main menu.
            Also manages specific submenus while in-game (the compendium stack).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.MethodName.InitializeForMainMenu">
            <summary>
            Cached name for the 'InitializeForMainMenu' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.MethodName.Push">
            <summary>
            Cached name for the 'Push' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.MethodName.Pop">
            <summary>
            Cached name for the 'Pop' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.MethodName.ShowBackstop">
            <summary>
            Cached name for the 'ShowBackstop' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.MethodName.HideBackstop">
            <summary>
            Cached name for the 'HideBackstop' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.MethodName.Peek">
            <summary>
            Cached name for the 'Peek' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.PropertyName.SubmenusOpen">
            <summary>
            Cached name for the 'SubmenusOpen' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.PropertyName._mainMenu">
            <summary>
            Cached name for the '_mainMenu' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.SignalName.StackModified">
            <summary>
            Cached name for the 'StackModified' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.StackModified">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.StackModifiedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.MainMenu.NSubmenuStack.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.MapSplitVoteAnimation">
            <summary>
            Represents the animation which plays when players don't all vote for the same map point.
            The amount of state to keep track of was getting a little unwieldy to put directly into the map screen.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.MapSplitVoteAnimation.TryPlay(MegaCrit.Sts2.Core.Map.MapCoord)">
            <summary>
            Plays the animation if necessary.
            The animation is not played if all players voted for the same coordinate.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint">
            <summary>
            The special roughly 200x200 (in 1080p) map icon for the Ancient room.
            TODO: Bump up asset to ~266x266 px (as we're targeting 1440p)
            NOTE: Outline is created as a 2px stroke for the 1080p asset and named the same as the icon with _outline appended.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.MethodName.OnSelected">
            <summary>
            Cached name for the 'OnSelected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.MethodName.RefreshColorInstantly">
            <summary>
            Cached name for the 'RefreshColorInstantly' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.MethodName.AnimHover">
            <summary>
            Cached name for the 'AnimHover' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.MethodName.AnimUnhover">
            <summary>
            Cached name for the 'AnimUnhover' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.MethodName.AnimPressDown">
            <summary>
            Cached name for the 'AnimPressDown' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.PropertyName.TraveledColor">
            <summary>
            Cached name for the 'TraveledColor' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.PropertyName.UntravelableColor">
            <summary>
            Cached name for the 'UntravelableColor' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.PropertyName.HoveredColor">
            <summary>
            Cached name for the 'HoveredColor' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.PropertyName.HoverScale">
            <summary>
            Cached name for the 'HoverScale' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.PropertyName.DownScale">
            <summary>
            Cached name for the 'DownScale' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.PropertyName.TargetMaterial">
            <summary>
            Cached name for the 'TargetMaterial' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.PropertyName._outline">
            <summary>
            Cached name for the '_outline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.PropertyName._elapsedTime">
            <summary>
            Cached name for the '_elapsedTime' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NAncientMapPoint.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBaseMapDrawingButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBaseMapDrawingButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBaseMapDrawingButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBaseMapDrawingButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBaseMapDrawingButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.MethodName.OnSelected">
            <summary>
            Cached name for the 'OnSelected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.MethodName.RefreshColorInstantly">
            <summary>
            Cached name for the 'RefreshColorInstantly' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.PropertyName.TraveledColor">
            <summary>
            Cached name for the 'TraveledColor' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.PropertyName.UntravelableColor">
            <summary>
            Cached name for the 'UntravelableColor' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.PropertyName.HoveredColor">
            <summary>
            Cached name for the 'HoveredColor' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.PropertyName.HoverScale">
            <summary>
            Cached name for the 'HoverScale' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.PropertyName.DownScale">
            <summary>
            Cached name for the 'DownScale' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.PropertyName._usesSpine">
            <summary>
            Cached name for the '_usesSpine' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.PropertyName._spriteContainer">
            <summary>
            Cached name for the '_spriteContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.PropertyName._spineSprite">
            <summary>
            Cached name for the '_spineSprite' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.PropertyName._material">
            <summary>
            Cached name for the '_material' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.PropertyName._placeholderImage">
            <summary>
            Cached name for the '_placeholderImage' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.PropertyName._placeholderOutline">
            <summary>
            Cached name for the '_placeholderOutline' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NBossMapPoint.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.PropertyName._eraserIconPos">
            <summary>
            Cached name for the '_eraserIconPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.PropertyName._drawingIconPos">
            <summary>
            Cached name for the '_drawingIconPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.PropertyName._isPressed">
            <summary>
            Cached name for the '_isPressed' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.PropertyName._cursorTex">
            <summary>
            Cached name for the '_cursorTex' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.PropertyName._cursorTiltedTex">
            <summary>
            Cached name for the '_cursorTiltedTex' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.PropertyName._cursor">
            <summary>
            Cached name for the '_cursor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.PropertyName._direction">
            <summary>
            Cached name for the '_direction' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NControllerMapDrawingInput.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapBg">
            <summary>
            Exists solely to move the y position of the map asset when the aspect ratio becomes narrower than 16:9
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapBg.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapBg.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapBg.MethodName.OnVisibilityChanged">
            <summary>
            Cached name for the 'OnVisibilityChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapBg.MethodName.OnWindowChange">
            <summary>
            Cached name for the 'OnWindowChange' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapBg.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapBg.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapBg.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapBg.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapBg.PropertyName._mapTop">
            <summary>
            Cached name for the '_mapTop' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapBg.PropertyName._mapMid">
            <summary>
            Cached name for the '_mapMid' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapBg.PropertyName._mapBot">
            <summary>
            Cached name for the '_mapBot' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapBg.PropertyName._drawings">
            <summary>
            Cached name for the '_drawings' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapBg.PropertyName._window">
            <summary>
            Cached name for the '_window' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapBg.PropertyName._offsetX">
            <summary>
            Cached name for the '_offsetX' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapBg.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapBg.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapBg.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapBg.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapBg.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapBg.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapClearButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapClearButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapClearButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapClearButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapClearButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapClearButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapClearButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapClearButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapClearButton.PropertyName._drawingToolHolder">
            <summary>
            Cached name for the '_drawingToolHolder' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapClearButton.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapClearButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapClearButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapClearButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapClearButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapClearButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapClearButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapClearButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawButton.MethodName.SetIsDrawing">
            <summary>
            Cached name for the 'SetIsDrawing' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawButton.MethodName.OnControllerUpdated">
            <summary>
            Cached name for the 'OnControllerUpdated' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawButton.PropertyName._drawingToolHolder">
            <summary>
            Cached name for the '_drawingToolHolder' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawButton.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawButton.PropertyName._isDrawing">
            <summary>
            Cached name for the '_isDrawing' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput">
            <summary>
            An abstract base class to manage the drawing on the map
            Inherited classes manage map drawing for different types of inputs.
            Is created and destroyed on demand.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.MethodName.StopDrawing">
            <summary>
            Cached name for the 'StopDrawing' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.PropertyName.DrawingMode">
            <summary>
            Cached name for the 'DrawingMode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.PropertyName._drawings">
            <summary>
            Cached name for the '_drawings' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.SignalName.Finished">
            <summary>
            Cached name for the 'Finished' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.Finished">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.FinishedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawingInput.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings">
             <summary>
             Takes care of drawing both local and remote players' map drawings.
            
             Notes on the tech art side:
             Lines are placed into a subviewport which renders to a half-resolution texture. Drawn lines are simple colored Line2D
             nodes. Eraser lines are Line2D nodes with a shader with a subtractive blend mode. More details are in the shader itself.
             The subviewport texture is drawn on top of the map. Importantly, it is drawn using the premultiplied-alpha blend mode.
             Without this, black artifacts are seen on the edges of the lines because of the intermediate subviewport texture
             blending.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.BeginLineLocal(Godot.Vector2,System.Nullable{MegaCrit.Sts2.Core.Nodes.Screens.Map.DrawingMode})">
            <summary>
            Called when the local player begins drawing a line.
            </summary>
            <param name="position">The position at which the player started drawing.</param>
            <param name="overrideDrawingMode">The mode to override the current mode with. If null, the current mode in the
            set using SetDrawingMode is used. If it is null and the current mode is None, an exception is thrown.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.GetLocalDrawingMode(System.Boolean)">
            <param name="useOverride">In most cases, you want this to be true. If false, this returns DrawingMode.None if the
            player is drawing using a shortcut (right click or middle click).</param>
            <returns>The kind of drawing that the player is currently doing.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.OnPlayerScreenChanged(System.UInt64,MegaCrit.Sts2.Core.Entities.Multiplayer.NetScreenType)">
            <summary>
            Called when a remote player changes which screen they're looking at.
            If the player was looking at the map and drawing a line, then this will revert their cursor back to the default
            one. It's necessary because drawing packets are unreliable, so the end packet may not be received.
            </summary>
            <param name="playerId">The player whose screen changed.</param>
            <param name="oldScreenType">The screen the player was looking at.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.TrySendSyncMessage">
            <summary>
            Sends a sync message if enough time has passed since the last one, or buffers it to be sent otherwise.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.MethodName.UpdateCurrentLinePositionLocal">
            <summary>
            Cached name for the 'UpdateCurrentLinePositionLocal' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.MethodName.StopLineLocal">
            <summary>
            Cached name for the 'StopLineLocal' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.MethodName.SetDrawingModeLocal">
            <summary>
            Cached name for the 'SetDrawingModeLocal' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.MethodName.ClearDrawnLinesLocal">
            <summary>
            Cached name for the 'ClearDrawnLinesLocal' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.MethodName.IsDrawing">
            <summary>
            Cached name for the 'IsDrawing' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.MethodName.IsLocalDrawing">
            <summary>
            Cached name for the 'IsLocalDrawing' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.MethodName.GetDrawingMode">
            <summary>
            Cached name for the 'GetDrawingMode' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.MethodName.GetLocalDrawingMode">
            <summary>
            Cached name for the 'GetLocalDrawingMode' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.MethodName.ToNetPosition">
            <summary>
            Cached name for the 'ToNetPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.MethodName.FromNetPosition">
            <summary>
            Cached name for the 'FromNetPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.MethodName.UpdateVisibilityFromSettings">
            <summary>
            Cached name for the 'UpdateVisibilityFromSettings' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.MethodName.ClearAllLines">
            <summary>
            Cached name for the 'ClearAllLines' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.MethodName.OnPlayerScreenChanged">
            <summary>
            Cached name for the 'OnPlayerScreenChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.MethodName.TrySendSyncMessage">
            <summary>
            Cached name for the 'TrySendSyncMessage' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.MethodName.SendSyncMessage">
            <summary>
            Cached name for the 'SendSyncMessage' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.MethodName.UpdateLocalCursor">
            <summary>
            Cached name for the 'UpdateLocalCursor' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.MethodName.RepositionBasedOnBackground">
            <summary>
            Cached name for the 'RepositionBasedOnBackground' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.PropertyName._lineDrawScene">
            <summary>
            Cached name for the '_lineDrawScene' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.PropertyName._lineEraseScene">
            <summary>
            Cached name for the '_lineEraseScene' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.PropertyName._cursorManager">
            <summary>
            Cached name for the '_cursorManager' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.PropertyName._eraserMaterial">
            <summary>
            Cached name for the '_eraserMaterial' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.PropertyName._defaultSize">
            <summary>
            Cached name for the '_defaultSize' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.PropertyName._lastMessageMsec">
            <summary>
            Cached name for the '_lastMessageMsec' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapDrawings.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapEraseButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapEraseButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapEraseButton.MethodName.SetIsErasing">
            <summary>
            Cached name for the 'SetIsErasing' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapEraseButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapEraseButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapEraseButton.MethodName.OnControllerUpdated">
            <summary>
            Cached name for the 'OnControllerUpdated' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapEraseButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapEraseButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapEraseButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapEraseButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapEraseButton.PropertyName._drawingToolHolder">
            <summary>
            Cached name for the '_drawingToolHolder' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapEraseButton.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapEraseButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapEraseButton.PropertyName._isErasing">
            <summary>
            Cached name for the '_isErasing' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapEraseButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapEraseButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapEraseButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapEraseButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapEraseButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapEraseButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem">
            <summary>
            A single line on the map legend. Has some hover logic, will eventually require controller
            support so players can navigate to this and read what each map icon represents.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem.SetMapPointType(System.String)">
            <summary>
            Helper method which grabs the Node's name and finds the appropriate map point type.
            </summary>
            <param name="name">Name of this Godot node.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem.SetLocalizedFields(System.String)">
            <summary>
            Helper method which grabs the Node's name and then finds the appropriate
            LocString for this LegendItem's label and HoverTip text fields.
            </summary>
            <param name="name">Name of this Godot node.</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem.MethodName.SetMapPointType">
            <summary>
            Cached name for the 'SetMapPointType' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem.MethodName.SetLocalizedFields">
            <summary>
            Cached name for the 'SetLocalizedFields' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem.PropertyName._scaleDownTween">
            <summary>
            Cached name for the '_scaleDownTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem.PropertyName._pointType">
            <summary>
            Cached name for the '_pointType' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapLegendItem.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapMarker">
            <summary>
            The little arrow which indicates where you are on the map.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapMarker.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapMarker.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapMarker.MethodName.ResetMapPoint">
            <summary>
            Cached name for the 'ResetMapPoint' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapMarker.MethodName.HideMapPoint">
            <summary>
            Cached name for the 'HideMapPoint' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapMarker.MethodName.SetMapPoint">
            <summary>
            Cached name for the 'SetMapPoint' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapMarker.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapMarker.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapMarker.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapMarker.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapMarker.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapMarker.PropertyName._posOffset">
            <summary>
            Cached name for the '_posOffset' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapMarker.PropertyName._isEnabled">
            <summary>
            Cached name for the '_isEnabled' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapMarker.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapMarker.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapMarker.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapMarker.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapMarker.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapMarker.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.IsTravelable">
            <summary>
            Indicates whether a node is an adjacent node above the current node (you're able to travel to
            it IF you have completed the room).
            If you want logic to trigger based on the button being clickable, use _isEnabled instead.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.State">
            <summary>
            This map point's current state. Affects how it looks and its hoverability/clickability.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.ShouldDisplayPlayerVote(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Returns true when a player's icon should be displayed to indicate that they've voted for this map point.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.OnSelected">
            <summary>
            Override this to add extra behavior when a map node selection.
            Usually for visuals.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.OnRelease">
            <summary>
            The base class handles the logic for selecting a map point, so we don't allow overriding it. Instead, override
            OnSelected to run logic before selecting the map point.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.MethodName.IsInputAllowed">
            <summary>
            Cached name for the 'IsInputAllowed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.MethodName.RefreshVisualsInstantly">
            <summary>
            Cached name for the 'RefreshVisualsInstantly' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.MethodName.OnSelected">
            <summary>
            Cached name for the 'OnSelected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.MethodName.RefreshColorInstantly">
            <summary>
            Cached name for the 'RefreshColorInstantly' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.MethodName.RefreshState">
            <summary>
            Cached name for the 'RefreshState' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.PropertyName.TraveledColor">
            <summary>
            Cached name for the 'TraveledColor' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.PropertyName.UntravelableColor">
            <summary>
            Cached name for the 'UntravelableColor' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.PropertyName.HoveredColor">
            <summary>
            Cached name for the 'HoveredColor' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.PropertyName.HoverScale">
            <summary>
            Cached name for the 'HoverScale' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.PropertyName.DownScale">
            <summary>
            Cached name for the 'DownScale' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.PropertyName.AllowFocusWhileDisabled">
            <summary>
            Cached name for the 'AllowFocusWhileDisabled' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.PropertyName.VoteContainer">
            <summary>
            Cached name for the 'VoteContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.PropertyName.IsTravelable">
            <summary>
            Cached name for the 'IsTravelable' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.PropertyName.State">
            <summary>
            Cached name for the 'State' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.PropertyName.TargetColor">
            <summary>
            Cached name for the 'TargetColor' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.PropertyName._state">
            <summary>
            Cached name for the '_state' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.PropertyName._outlineColor">
            <summary>
            Cached name for the '_outlineColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.PropertyName._controllerSelectionReticle">
            <summary>
            Cached name for the '_controllerSelectionReticle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.PropertyName._screen">
            <summary>
            Cached name for the '_screen' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapPoint.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.SetMap(MegaCrit.Sts2.Core.Map.ActMap,System.UInt32,System.Boolean)">
            <summary>
            This is to be called by the backend so we can setup our map screen.
            </summary>
            <param name="map">The new map to set.</param>
            <param name="seed">The seed to use for the visual jitter on the map node positions.</param>
            <param name="clearDrawings">True if map drawings should be cleared.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.InitMarker(MegaCrit.Sts2.Core.Map.MapCoord)">
            <summary>
            Sets the marker to be at the specified coordinate.
            Since the player starts in the Neow room in a new run, TravelToMapCoord isn't called so we need to init the marker
            externally.
            </summary>
            <param name="coord"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.TravelToMapCoord(MegaCrit.Sts2.Core.Map.MapCoord)">
            <summary>
            Animation and logic which occurs when a coord is finalized for travel.
            In multiplayer, this only occurs when all votes have been received and a map point has been selected.
            </summary>
            <param name="coord">The coordinate to travel to</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.RemoveAllMapPointsAndPaths">
            <summary>
            Just a helper class to make Init() easier to parse, don't mind me.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.CreatePath(Godot.Vector2,Godot.Vector2)">
            <summary>
            Creates a bunch of dots to form a path from start to end
            </summary>
            <param name="start"></param>
            <param name="end"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.ProcessMouseEvent(Godot.InputEvent)">
            <summary>
            Detects mouse click up/down and updates our scroll target accordingly
            </summary>
            <param name="inputEvent"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.ProcessMouseDrawingEvent(Godot.InputEvent)">
            <summary>
            Detects mouse click up/down and does drawing
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.ProcessScrollEvent(Godot.InputEvent)">
            <summary>
            Detects mouse wheel up/down and updates our scroll target accordingly
            </summary>
            <param name="inputEvent"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.InitMapPrompt">
            <summary>
            Initializes and begins to animate the "Select a Starting Room" message.
            This only appears in the very first map screen you enter per Act.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.SetInterruptable">
            <summary>
            Makes the map anim interruptable via click or scroll
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.CanScroll">
            <summary>
            During the first half of the map scroll animation, moving the map is disabled.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.TryCancelStartOfActAnim">
            <summary>
            Allows the player to abort (aka cancel) the start of act animation early.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.DisableInputVeryBriefly">
            <summary>
            This is used to disable scrolling and clicking on the map screen for 1/5 of a second
            for when the player interrupts the map animation. Otherwise it's possible to double click
            and stop the map at a strange position.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.Open(System.Boolean)">
            <summary>
            Opens the map screen.
            </summary>
            <param name="isOpenedFromTopBar">If this is true, then we'll skip the full map animation. Should be true if
            the player has opened the map manually instead of proceeding at the end of a room.</param>
            <returns>The map screen that was just opened.</returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.GetLineEndpoint">
            <summary>
            Cached name for the 'GetLineEndpoint' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.RecalculateTravelability">
            <summary>
            Cached name for the 'RecalculateTravelability' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.InitMapVotes">
            <summary>
            Cached name for the 'InitMapVotes' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.OnMapPointSelectedLocally">
            <summary>
            Cached name for the 'OnMapPointSelectedLocally' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.RefreshAllMapPointVotes">
            <summary>
            Cached name for the 'RefreshAllMapPointVotes' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.RemoveAllMapPointsAndPaths">
            <summary>
            Cached name for the 'RemoveAllMapPointsAndPaths' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.UpdateScrollPosition">
            <summary>
            Cached name for the 'UpdateScrollPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName._GuiInput">
            <summary>
            Cached name for the '_GuiInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.ProcessMouseEvent">
            <summary>
            Cached name for the 'ProcessMouseEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.ProcessMouseDrawingEvent">
            <summary>
            Cached name for the 'ProcessMouseDrawingEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.ProcessScrollEvent">
            <summary>
            Cached name for the 'ProcessScrollEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.ProcessControllerEvent">
            <summary>
            Cached name for the 'ProcessControllerEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.SetTravelEnabled">
            <summary>
            Cached name for the 'SetTravelEnabled' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.SetDebugTravelEnabled">
            <summary>
            Cached name for the 'SetDebugTravelEnabled' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.RefreshAllPointVisuals">
            <summary>
            Cached name for the 'RefreshAllPointVisuals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.PlayStartOfActAnimation">
            <summary>
            Cached name for the 'PlayStartOfActAnimation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.InitMapPrompt">
            <summary>
            Cached name for the 'InitMapPrompt' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.SetInterruptable">
            <summary>
            Cached name for the 'SetInterruptable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.CanScroll">
            <summary>
            Cached name for the 'CanScroll' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.TryCancelStartOfActAnim">
            <summary>
            Cached name for the 'TryCancelStartOfActAnim' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.OnVisibilityChanged">
            <summary>
            Cached name for the 'OnVisibilityChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.OnCapstoneChanged">
            <summary>
            Cached name for the 'OnCapstoneChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.Close">
            <summary>
            Cached name for the 'Close' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.Open">
            <summary>
            Cached name for the 'Open' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.OnBackButtonPressed">
            <summary>
            Cached name for the 'OnBackButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.OnMapDrawingButtonPressed">
            <summary>
            Cached name for the 'OnMapDrawingButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.OnMapErasingButtonPressed">
            <summary>
            Cached name for the 'OnMapErasingButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.UpdateDrawingButtonStates">
            <summary>
            Cached name for the 'UpdateDrawingButtonStates' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.OnClearMapDrawingButtonPressed">
            <summary>
            Cached name for the 'OnClearMapDrawingButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.HighlightPointType">
            <summary>
            Cached name for the 'HighlightPointType' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.OnLegendHotkeyPressed">
            <summary>
            Cached name for the 'OnLegendHotkeyPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.OnDrawingToolsHotkeyPressed">
            <summary>
            Cached name for the 'OnDrawingToolsHotkeyPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.GetNetPositionFromScreenPosition">
            <summary>
            Cached name for the 'GetNetPositionFromScreenPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.GetMapPositionFromNetPosition">
            <summary>
            Cached name for the 'GetMapPositionFromNetPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.GetScreenPositionFromNetPosition">
            <summary>
            Cached name for the 'GetScreenPositionFromNetPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.IsNodeOnScreen">
            <summary>
            Cached name for the 'IsNodeOnScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.CleanUp">
            <summary>
            Cached name for the 'CleanUp' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.MethodName.UpdateHotkeyDisplay">
            <summary>
            Cached name for the 'UpdateHotkeyDisplay' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName.IsOpen">
            <summary>
            Cached name for the 'IsOpen' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName.IsTravelEnabled">
            <summary>
            Cached name for the 'IsTravelEnabled' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName.IsDebugTravelEnabled">
            <summary>
            Cached name for the 'IsDebugTravelEnabled' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName.MapLegendX">
            <summary>
            Cached name for the 'MapLegendX' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName.IsTraveling">
            <summary>
            Cached name for the 'IsTraveling' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName.Drawings">
            <summary>
            Cached name for the 'Drawings' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._mapContainer">
            <summary>
            Cached name for the '_mapContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._pathsContainer">
            <summary>
            Cached name for the '_pathsContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._points">
            <summary>
            Cached name for the '_points' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._bossPointNode">
            <summary>
            Cached name for the '_bossPointNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._secondBossPointNode">
            <summary>
            Cached name for the '_secondBossPointNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._startingPointNode">
            <summary>
            Cached name for the '_startingPointNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._mapBgContainer">
            <summary>
            Cached name for the '_mapBgContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._marker">
            <summary>
            Cached name for the '_marker' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._backButton">
            <summary>
            Cached name for the '_backButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._drawingToolsHotkeyIcon">
            <summary>
            Cached name for the '_drawingToolsHotkeyIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._drawingTools">
            <summary>
            Cached name for the '_drawingTools' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._mapDrawingButton">
            <summary>
            Cached name for the '_mapDrawingButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._mapErasingButton">
            <summary>
            Cached name for the '_mapErasingButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._mapClearButton">
            <summary>
            Cached name for the '_mapClearButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._mapLegend">
            <summary>
            Cached name for the '_mapLegend' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._legendItems">
            <summary>
            Cached name for the '_legendItems' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._legendHotkeyIcon">
            <summary>
            Cached name for the '_legendHotkeyIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._backstop">
            <summary>
            Cached name for the '_backstop' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._startDragPos">
            <summary>
            Cached name for the '_startDragPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._targetDragPos">
            <summary>
            Cached name for the '_targetDragPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._isDragging">
            <summary>
            Cached name for the '_isDragging' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._hasPlayedAnimation">
            <summary>
            Cached name for the '_hasPlayedAnimation' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._controllerScrollAmount">
            <summary>
            Cached name for the '_controllerScrollAmount' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._distX">
            <summary>
            Cached name for the '_distX' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._distY">
            <summary>
            Cached name for the '_distY' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._actAnimTween">
            <summary>
            Cached name for the '_actAnimTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._mapScrollAnimTimer">
            <summary>
            Cached name for the '_mapScrollAnimTimer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._mapAnimStartDelay">
            <summary>
            Cached name for the '_mapAnimStartDelay' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._mapAnimDuration">
            <summary>
            Cached name for the '_mapAnimDuration' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._canInterruptAnim">
            <summary>
            Cached name for the '_canInterruptAnim' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._isInputDisabled">
            <summary>
            Cached name for the '_isInputDisabled' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._promptTween">
            <summary>
            Cached name for the '_promptTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.PropertyName._drawingInput">
            <summary>
            Cached name for the '_drawingInput' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.SignalName.Opened">
            <summary>
            Cached name for the 'Opened' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.SignalName.Closed">
            <summary>
            Cached name for the 'Closed' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.Opened">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.OpenedEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.Closed">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.ClosedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMapScreen.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseHeldMapDrawingInput.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseHeldMapDrawingInput.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseHeldMapDrawingInput.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseHeldMapDrawingInput.MethodName.ProcessMouseDrawingEvent">
            <summary>
            Cached name for the 'ProcessMouseDrawingEvent' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseHeldMapDrawingInput.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseHeldMapDrawingInput.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseHeldMapDrawingInput.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseHeldMapDrawingInput.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseHeldMapDrawingInput.PropertyName.ListeningButton">
            <summary>
            Cached name for the 'ListeningButton' property.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseHeldMapDrawingInput.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseHeldMapDrawingInput.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseHeldMapDrawingInput.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseHeldMapDrawingInput.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseHeldMapDrawingInput.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseModeMapDrawingInput.ProcessMouseDrawingEvent(Godot.InputEvent)">
            <summary>
            Detects mouse click up/down and does drawing
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseModeMapDrawingInput.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseModeMapDrawingInput.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseModeMapDrawingInput.MethodName.ProcessMouseDrawingEvent">
            <summary>
            Cached name for the 'ProcessMouseDrawingEvent' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseModeMapDrawingInput.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseModeMapDrawingInput.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseModeMapDrawingInput.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseModeMapDrawingInput.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseModeMapDrawingInput.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseModeMapDrawingInput.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NMouseModeMapDrawingInput.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName.IconName">
            <summary>
            Cached name for the 'IconName' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName.IconPath">
            <summary>
            Cached name for the 'IconPath' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName.OutlinePath">
            <summary>
            Cached name for the 'OutlinePath' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName.UnknownIconPath">
            <summary>
            Cached name for the 'UnknownIconPath' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName.UnknownOutlinePath">
            <summary>
            Cached name for the 'UnknownOutlinePath' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName.RefreshMarkedIconVisibility">
            <summary>
            Cached name for the 'RefreshMarkedIconVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName.OnSelected">
            <summary>
            Cached name for the 'OnSelected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName.SetAngle">
            <summary>
            Cached name for the 'SetAngle' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName.RefreshColorInstantly">
            <summary>
            Cached name for the 'RefreshColorInstantly' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName.RefreshState">
            <summary>
            Cached name for the 'RefreshState' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName.UpdateIcon">
            <summary>
            Cached name for the 'UpdateIcon' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName.ShowCircleVfx">
            <summary>
            Cached name for the 'ShowCircleVfx' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName.AnimHover">
            <summary>
            Cached name for the 'AnimHover' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName.AnimUnhover">
            <summary>
            Cached name for the 'AnimUnhover' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName.AnimPressDown">
            <summary>
            Cached name for the 'AnimPressDown' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.MethodName.OnHighlightPointType">
            <summary>
            Cached name for the 'OnHighlightPointType' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.PropertyName.TraveledColor">
            <summary>
            Cached name for the 'TraveledColor' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.PropertyName.UntravelableColor">
            <summary>
            Cached name for the 'UntravelableColor' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.PropertyName.HoveredColor">
            <summary>
            Cached name for the 'HoveredColor' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.PropertyName.HoverScale">
            <summary>
            Cached name for the 'HoverScale' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.PropertyName.DownScale">
            <summary>
            Cached name for the 'DownScale' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.PropertyName._iconContainer">
            <summary>
            Cached name for the '_iconContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.PropertyName._questIcon">
            <summary>
            Cached name for the '_questIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.PropertyName._outline">
            <summary>
            Cached name for the '_outline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.PropertyName._circleVfx">
            <summary>
            Cached name for the '_circleVfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.PropertyName._pulseTween">
            <summary>
            Cached name for the '_pulseTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.PropertyName._elapsedTime">
            <summary>
            Cached name for the '_elapsedTime' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Map.NNormalMapPoint.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NConfirmModLoadingPopup">
            <summary>
            Vertical popup used to get player confirmation before loading mods.
            Renders above the capstone screens (above top bar).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NConfirmModLoadingPopup.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NConfirmModLoadingPopup.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NConfirmModLoadingPopup.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NConfirmModLoadingPopup.MethodName.OnYesButtonPressed">
            <summary>
            Cached name for the 'OnYesButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NConfirmModLoadingPopup.MethodName.OnNoButtonPressed">
            <summary>
            Cached name for the 'OnNoButtonPressed' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NConfirmModLoadingPopup.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NConfirmModLoadingPopup.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NConfirmModLoadingPopup.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NConfirmModLoadingPopup.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NConfirmModLoadingPopup.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NConfirmModLoadingPopup.PropertyName._verticalPopup">
            <summary>
            Cached name for the '_verticalPopup' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NConfirmModLoadingPopup.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NConfirmModLoadingPopup.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NConfirmModLoadingPopup.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NConfirmModLoadingPopup.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NConfirmModLoadingPopup.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NConfirmModLoadingPopup.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.OnNewModDetected(MegaCrit.Sts2.Core.Modding.Mod)">
            <summary>
            Called both during initialization and when a new mod is installed during runtime.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.MethodName.OnGetModsPressed">
            <summary>
            Cached name for the 'OnGetModsPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.MethodName.OnMakeModsPressed">
            <summary>
            Cached name for the 'OnMakeModsPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.MethodName.OnRowSelected">
            <summary>
            Cached name for the 'OnRowSelected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.MethodName.OnModEnabledOrDisabled">
            <summary>
            Cached name for the 'OnModEnabledOrDisabled' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.PropertyName._modInfoContainer">
            <summary>
            Cached name for the '_modInfoContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.PropertyName._modRowContainer">
            <summary>
            Cached name for the '_modRowContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.PropertyName._pendingChangesWarning">
            <summary>
            Cached name for the '_pendingChangesWarning' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModdingScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModInfoContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModInfoContainer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModInfoContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModInfoContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModInfoContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModInfoContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModInfoContainer.PropertyName._title">
            <summary>
            Cached name for the '_title' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModInfoContainer.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModInfoContainer.PropertyName._description">
            <summary>
            Cached name for the '_description' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModInfoContainer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModInfoContainer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModInfoContainer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModInfoContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModInfoContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModInfoContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton">
            <summary>
            Ping button. Flies in from off-screen after a short delay when the local player is ready but remote players are not.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.PropertyName._visuals">
            <summary>
            Cached name for the '_visuals' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.PropertyName._viewport">
            <summary>
            Cached name for the '_viewport' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.MethodName.SetSelected">
            <summary>
            Cached name for the 'SetSelected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.MethodName.OnTickboxToggled">
            <summary>
            Cached name for the 'OnTickboxToggled' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.MethodName.GetPlatformIcon">
            <summary>
            Cached name for the 'GetPlatformIcon' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.PropertyName._selectionHighlight">
            <summary>
            Cached name for the '_selectionHighlight' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.PropertyName._tickbox">
            <summary>
            Cached name for the '_tickbox' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.PropertyName._screen">
            <summary>
            Cached name for the '_screen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.PropertyName._isSelected">
            <summary>
            Cached name for the '_isSelected' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ModdingScreen.NModMenuRow.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NAncientBgContainer.OnWindowChange">
            <summary>
            A great way to resize bg assets. Interpolates from 16:9 to other aspect ratios.
            TODO: Adopt for normal events??
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NAncientBgContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NAncientBgContainer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NAncientBgContainer.MethodName.OnWindowChange">
            <summary>
            Cached name for the 'OnWindowChange' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NAncientBgContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NAncientBgContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NAncientBgContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NAncientBgContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NAncientBgContainer.PropertyName._window">
            <summary>
            Cached name for the '_window' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NAncientBgContainer.PropertyName._pos43">
            <summary>
            Cached name for the '_pos43' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NAncientBgContainer.PropertyName._scale43">
            <summary>
            Cached name for the '_scale43' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NAncientBgContainer.PropertyName._pos169">
            <summary>
            Cached name for the '_pos169' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NAncientBgContainer.PropertyName._scale169">
            <summary>
            Cached name for the '_scale169' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NAncientBgContainer.PropertyName._pos219">
            <summary>
            Cached name for the '_pos219' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NAncientBgContainer.PropertyName._scale219">
            <summary>
            Cached name for the '_scale219' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NAncientBgContainer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NAncientBgContainer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NAncientBgContainer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NAncientBgContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NAncientBgContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NAncientBgContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack">
            <summary>
            Controls submenu stacks that show up as a capstone (compendium, settings).
            Allows submenus to stack on top of each other and act as one big capstone. They are all dismissed if another
            capstone shows up.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.MethodName.ShowScreen">
            <summary>
            Cached name for the 'ShowScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.MethodName.GetCapstoneSubmenuType">
            <summary>
            Cached name for the 'GetCapstoneSubmenuType' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.MethodName.OnSubmenuStackChanged">
            <summary>
            Cached name for the 'OnSubmenuStackChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.MethodName.AfterCapstoneOpened">
            <summary>
            Cached name for the 'AfterCapstoneOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.MethodName.AfterCapstoneClosed">
            <summary>
            Cached name for the 'AfterCapstoneClosed' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.PropertyName.Type">
            <summary>
            Cached name for the 'Type' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.PropertyName.Stack">
            <summary>
            Cached name for the 'Stack' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.PropertyName.ScreenType">
            <summary>
            Cached name for the 'ScreenType' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.PropertyName.UseSharedBackstop">
            <summary>
            Cached name for the 'UseSharedBackstop' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NCapstoneSubmenuStack.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen">
            <summary>
            Used by Draw pile, Discard pile, and Exhaust pile screens during combat.
            Do not use it for anything else. You have been warned.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.MethodName.OnPileContentsChanged">
            <summary>
            Cached name for the 'OnPileContentsChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.MethodName.OnReturnButtonPressed">
            <summary>
            Cached name for the 'OnReturnButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.MethodName.AfterCapstoneOpened">
            <summary>
            Cached name for the 'AfterCapstoneOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.MethodName.AfterCapstoneClosed">
            <summary>
            Cached name for the 'AfterCapstoneClosed' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.PropertyName.ScreenType">
            <summary>
            Cached name for the 'ScreenType' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.PropertyName.UseSharedBackstop">
            <summary>
            Cached name for the 'UseSharedBackstop' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.PropertyName._background">
            <summary>
            Cached name for the '_background' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.PropertyName._grid">
            <summary>
            Cached name for the '_grid' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.PropertyName._backButton">
            <summary>
            Cached name for the '_backButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.PropertyName._bottomLabel">
            <summary>
            Cached name for the '_bottomLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.PropertyName._currentTween">
            <summary>
            Cached name for the '_currentTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.PropertyName._closeHotkeys">
            <summary>
            Cached name for the '_closeHotkeys' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NCardPileScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen">
            <summary>
            This is the screen used to view an arbitrary set of cards
            EX: pandoras box
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.MethodName.OnInspectCardHidden">
            <summary>
            Cached name for the 'OnInspectCardHidden' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.MethodName.ToggleShowUpgrades">
            <summary>
            Cached name for the 'ToggleShowUpgrades' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.MethodName.OnReturnButtonPressed">
            <summary>
            Cached name for the 'OnReturnButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.MethodName.AfterCapstoneOpened">
            <summary>
            Cached name for the 'AfterCapstoneOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.MethodName.AfterCapstoneClosed">
            <summary>
            Cached name for the 'AfterCapstoneClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.MethodName.OnControllerStateUpdated">
            <summary>
            Cached name for the 'OnControllerStateUpdated' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.PropertyName.ScreenType">
            <summary>
            Cached name for the 'ScreenType' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.PropertyName.FocusedControlFromTopBar">
            <summary>
            Cached name for the 'FocusedControlFromTopBar' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.PropertyName.UseSharedBackstop">
            <summary>
            Cached name for the 'UseSharedBackstop' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.PropertyName._background">
            <summary>
            Cached name for the '_background' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.PropertyName._grid">
            <summary>
            Cached name for the '_grid' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.PropertyName._backButton">
            <summary>
            Cached name for the '_backButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.PropertyName._showUpgrades">
            <summary>
            Cached name for the '_showUpgrades' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.PropertyName._bottomLabel">
            <summary>
            Cached name for the '_bottomLabel' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NCardsViewScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection">
            <summary>
            Selection screen for choosing a relic from out of combat generators like JewelryBox
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.MethodName.SelectHolder">
            <summary>
            Cached name for the 'SelectHolder' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.MethodName.OnSkipButtonReleased">
            <summary>
            Cached name for the 'OnSkipButtonReleased' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.MethodName.AfterOverlayOpened">
            <summary>
            Cached name for the 'AfterOverlayOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.MethodName.AfterOverlayClosed">
            <summary>
            Cached name for the 'AfterOverlayClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.MethodName.AfterOverlayShown">
            <summary>
            Cached name for the 'AfterOverlayShown' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.MethodName.AfterOverlayHidden">
            <summary>
            Cached name for the 'AfterOverlayHidden' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.PropertyName.ScreenType">
            <summary>
            Cached name for the 'ScreenType' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.PropertyName.UseSharedBackstop">
            <summary>
            Cached name for the 'UseSharedBackstop' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.PropertyName._banner">
            <summary>
            Cached name for the '_banner' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.PropertyName._relicRow">
            <summary>
            Cached name for the '_relicRow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.PropertyName._skipButton">
            <summary>
            Cached name for the '_skipButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.PropertyName._screenComplete">
            <summary>
            Cached name for the '_screenComplete' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.PropertyName._relicSelected">
            <summary>
            Cached name for the '_relicSelected' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.PropertyName._cardTween">
            <summary>
            Cached name for the '_cardTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.PropertyName._fadeTween">
            <summary>
            Cached name for the '_fadeTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NChooseARelicSelection.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen">
            <summary>
            This is the screen used to view the player's deck (that's you!)
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.MethodName.AfterCapstoneClosed">
            <summary>
            Cached name for the 'AfterCapstoneClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.MethodName.OnPileContentsChanged">
            <summary>
            Cached name for the 'OnPileContentsChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.MethodName.OnObtainedSort">
            <summary>
            Cached name for the 'OnObtainedSort' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.MethodName.OnCardTypeSort">
            <summary>
            Cached name for the 'OnCardTypeSort' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.MethodName.OnCostSort">
            <summary>
            Cached name for the 'OnCostSort' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.MethodName.OnAlphabetSort">
            <summary>
            Cached name for the 'OnAlphabetSort' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.MethodName.DisplayCards">
            <summary>
            Cached name for the 'DisplayCards' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.PropertyName.ScreenType">
            <summary>
            Cached name for the 'ScreenType' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.PropertyName._obtainedSorter">
            <summary>
            Cached name for the '_obtainedSorter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.PropertyName._typeSorter">
            <summary>
            Cached name for the '_typeSorter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.PropertyName._costSorter">
            <summary>
            Cached name for the '_costSorter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.PropertyName._alphabetSorter">
            <summary>
            Cached name for the '_alphabetSorter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.PropertyName._bg">
            <summary>
            Cached name for the '_bg' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NDeckViewScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen">
            <summary>
            Shows a very large version of a single card so players can view the portrait and its upgrade.
            Accessed from various card pile screens, shop, run history screen, and card library.
            We have to do this, rather than making it its own Overlay Screen, because we end up using
            it both for other overlay screens and capstone screens (deck view screen).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.MethodName.Close">
            <summary>
            Cached name for the 'Close' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.MethodName.OnRightButtonReleased">
            <summary>
            Cached name for the 'OnRightButtonReleased' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.MethodName.OnLeftButtonReleased">
            <summary>
            Cached name for the 'OnLeftButtonReleased' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.MethodName.ToggleShowUpgrade">
            <summary>
            Cached name for the 'ToggleShowUpgrade' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.MethodName.UpdateCardDisplay">
            <summary>
            Cached name for the 'UpdateCardDisplay' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.MethodName.SetCard">
            <summary>
            Cached name for the 'SetCard' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.MethodName.OnBackstopPressed">
            <summary>
            Cached name for the 'OnBackstopPressed' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.PropertyName.IsShowingUpgradedCard">
            <summary>
            Cached name for the 'IsShowingUpgradedCard' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.PropertyName._card">
            <summary>
            Cached name for the '_card' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.PropertyName._backstop">
            <summary>
            Cached name for the '_backstop' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.PropertyName._upgradeTickbox">
            <summary>
            Cached name for the '_upgradeTickbox' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.PropertyName._leftButton">
            <summary>
            Cached name for the '_leftButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.PropertyName._rightButton">
            <summary>
            Cached name for the '_rightButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.PropertyName._hoverTipRect">
            <summary>
            Cached name for the '_hoverTipRect' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.PropertyName._index">
            <summary>
            Cached name for the '_index' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.PropertyName._openTween">
            <summary>
            Cached name for the '_openTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.PropertyName._cardTween">
            <summary>
            Cached name for the '_cardTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.PropertyName._cardPosition">
            <summary>
            Cached name for the '_cardPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.PropertyName._leftButtonX">
            <summary>
            Cached name for the '_leftButtonX' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.PropertyName._rightButtonX">
            <summary>
            Cached name for the '_rightButtonX' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.PropertyName._viewAllUpgraded">
            <summary>
            Cached name for the '_viewAllUpgraded' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NInspectCardScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen._isTerminal">
             <summary>
             Whether this screen is the last thing you'll see in the current room.
            
             See <see cref="M:MegaCrit.Sts2.Core.Runs.RunManager.ProceedFromTerminalRewardsScreen"/> for more info.
             </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen._skipDisallowed">
            <summary>
            If this rewards screen requires the player to take all rewards, then the skip button cannot be shown.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.IsComplete">
            <summary>
            If the rewards screen is terminal, this is true once the player has taken all rewards or skipped them.
            False if the rewards screen is not terminal or the player has not taken all rewards yet.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.ProcessScrollEvent(Godot.InputEvent)">
            <summary>
            Detects mouse wheel up/down and updates our scroll target accordingly
            </summary>
            <param name="inputEvent"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.RewardFtueCheck">
            <summary>
            If the player attempts to skip rewards AND they have encountered less than 3 rewards, we show the Rewards FTUE to
            let them know that they shouldn't skip rewards. You have to click em to get em!
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.MethodName.RewardCollectedFrom">
            <summary>
            Cached name for the 'RewardCollectedFrom' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.MethodName.RewardSkippedFrom">
            <summary>
            Cached name for the 'RewardSkippedFrom' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.MethodName.UpdateScreenState">
            <summary>
            Cached name for the 'UpdateScreenState' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.MethodName.RemoveButton">
            <summary>
            Cached name for the 'RemoveButton' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.MethodName.OnProceedButtonPressed">
            <summary>
            Cached name for the 'OnProceedButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.MethodName.AfterOverlayOpened">
            <summary>
            Cached name for the 'AfterOverlayOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.MethodName.AfterOverlayClosed">
            <summary>
            Cached name for the 'AfterOverlayClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.MethodName.TryEnableProceedButton">
            <summary>
            Cached name for the 'TryEnableProceedButton' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.MethodName.AfterOverlayShown">
            <summary>
            Cached name for the 'AfterOverlayShown' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.MethodName.AfterOverlayHidden">
            <summary>
            Cached name for the 'AfterOverlayHidden' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.MethodName._GuiInput">
            <summary>
            Cached name for the '_GuiInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.MethodName.ProcessScrollEvent">
            <summary>
            Cached name for the 'ProcessScrollEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.MethodName.ProcessGuiFocus">
            <summary>
            Cached name for the 'ProcessGuiFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.MethodName.UpdateScrollPosition">
            <summary>
            Cached name for the 'UpdateScrollPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.MethodName.HideWaitingForPlayersScreen">
            <summary>
            Cached name for the 'HideWaitingForPlayersScreen' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.PropertyName.CanScroll">
            <summary>
            Cached name for the 'CanScroll' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.PropertyName.ScrollLimitBottom">
            <summary>
            Cached name for the 'ScrollLimitBottom' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.PropertyName.IsComplete">
            <summary>
            Cached name for the 'IsComplete' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.PropertyName.ScreenType">
            <summary>
            Cached name for the 'ScreenType' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.PropertyName.UseSharedBackstop">
            <summary>
            Cached name for the 'UseSharedBackstop' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.PropertyName.FocusedControlFromTopBar">
            <summary>
            Cached name for the 'FocusedControlFromTopBar' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.PropertyName._proceedButton">
            <summary>
            Cached name for the '_proceedButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.PropertyName._rewardsContainer">
            <summary>
            Cached name for the '_rewardsContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.PropertyName._scrollbar">
            <summary>
            Cached name for the '_scrollbar' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.PropertyName._headerLabel">
            <summary>
            Cached name for the '_headerLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.PropertyName._rewardContainerMask">
            <summary>
            Cached name for the '_rewardContainerMask' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.PropertyName._waitingForOtherPlayersOverlay">
            <summary>
            Cached name for the '_waitingForOtherPlayersOverlay' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.PropertyName._rewardsWindow">
            <summary>
            Cached name for the '_rewardsWindow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.PropertyName._targetDragPos">
            <summary>
            Cached name for the '_targetDragPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.PropertyName._scrollbarPressed">
            <summary>
            Cached name for the '_scrollbarPressed' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.PropertyName._fadeTween">
            <summary>
            Cached name for the '_fadeTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.PropertyName._lastRewardFocused">
            <summary>
            Cached name for the '_lastRewardFocused' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.PropertyName._isTerminal">
            <summary>
            Cached name for the '_isTerminal' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.PropertyName._skipDisallowed">
            <summary>
            Cached name for the '_skipDisallowed' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.SignalName.Completed">
            <summary>
            Cached name for the 'Completed' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.Completed">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.CompletedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NRewardsScreen.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack">
            <summary>
            Manages spawned submenus during a run.
            We lazily spawn submenus only when they are requested to reduce loading times.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.PropertyName._settingsScreenScene">
            <summary>
            Cached name for the '_settingsScreenScene' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.PropertyName._pauseMenuScene">
            <summary>
            Cached name for the '_pauseMenuScene' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.PropertyName._statsScreenScene">
            <summary>
            Cached name for the '_statsScreenScene' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.PropertyName._runHistoryScreenScene">
            <summary>
            Cached name for the '_runHistoryScreenScene' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.PropertyName._compendiumSubmenu">
            <summary>
            Cached name for the '_compendiumSubmenu' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.PropertyName._bestiarySubmenu">
            <summary>
            Cached name for the '_bestiarySubmenu' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.PropertyName._relicCollectionSubmenu">
            <summary>
            Cached name for the '_relicCollectionSubmenu' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.PropertyName._potionLabSubmenu">
            <summary>
            Cached name for the '_potionLabSubmenu' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.PropertyName._cardLibrarySubmenu">
            <summary>
            Cached name for the '_cardLibrarySubmenu' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.PropertyName._runHistoryScreen">
            <summary>
            Cached name for the '_runHistoryScreen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.PropertyName._settingsScreen">
            <summary>
            Cached name for the '_settingsScreen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.PropertyName._statsScreen">
            <summary>
            Cached name for the '_statsScreen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.PropertyName._pauseMenu">
            <summary>
            Cached name for the '_pauseMenu' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NRunSubmenuStack.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NShareButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NShareButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NShareButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NShareButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NShareButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NShareButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NShareButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NShareButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NShareButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NSimpleCardsViewScreen">
            <summary>
            This is the screen used to view an arbitrary set of cards
            EX: pandoras box
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NSimpleCardsViewScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NSimpleCardsViewScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NSimpleCardsViewScreen.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NSimpleCardsViewScreen.MethodName.OnInspectCardHidden">
            <summary>
            Cached name for the 'OnInspectCardHidden' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NSimpleCardsViewScreen.MethodName.AfterCapstoneOpened">
            <summary>
            Cached name for the 'AfterCapstoneOpened' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NSimpleCardsViewScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NSimpleCardsViewScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NSimpleCardsViewScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NSimpleCardsViewScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NSimpleCardsViewScreen.PropertyName.ScreenType">
            <summary>
            Cached name for the 'ScreenType' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.NSimpleCardsViewScreen.PropertyName._confirmButton">
            <summary>
            Cached name for the '_confirmButton' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NSimpleCardsViewScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NSimpleCardsViewScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NSimpleCardsViewScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NSimpleCardsViewScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.NSimpleCardsViewScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.NSimpleCardsViewScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.IOverlayScreen">
             <summary>
             An interface used by the NOverlayStack to manage screens that need to visibly stack on top of each other
             The requirements to what should be considered to be made an overlay screen are as follows:
             - need specific interaction when opened on top of with other screens
             - These screens are created and destroyed on demand
            
             Ex : "Combat reward screen" and "Choose a Card Screen"
               - both are used for a limited amount of time, so we can create/destroy them as needed
               - when I open the "Choose a Card Screen", the "Combat reward screen" sits underneath it while being disabled
               - when I close the "Choose a Card Screen", the "Combat reward screen" needs to become visible again
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.IOverlayScreen.ScreenType">
            <summary>
            The screen type which will be synced with peers.
            This is used to display an icon next to the multiplayer player's icon, and to determine whether the remote
            player's mouse should be shown (i.e. whether they're on the same screen as you).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack">
            <summary>
            Node class that manages the ordering of all overlay screens.
            Any overlays added to the stack will sit on top of previously opened overlays,
            Only the top overlay is considered active
            overlays below it will not be active again until the overlays  on top of it are closed
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.Push(MegaCrit.Sts2.Core.Nodes.Screens.Overlays.IOverlayScreen)">
            <summary>
            Adds a new screen to the top of the stack.
            Hides the previously open screen if there was one.
            </summary>
            <param name="screen">overlay screen that is being added to the stack.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.Remove(MegaCrit.Sts2.Core.Nodes.Screens.Overlays.IOverlayScreen)">
            <summary>
            Removes the specified screen from the stack.
            Sets up the previously open screen if there is one and the top screen was removed.
            Note: We have this instead of Pop because a screen is responsible for removing itself, and we can't guarantee
            that it'll be at the top of the stack when it needs to do this.
            </summary>
            <param name="screen">Overlay screen to be removed.</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.MethodName.Clear">
            <summary>
            Cached name for the 'Clear' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.MethodName.HideOverlays">
            <summary>
            Cached name for the 'HideOverlays' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.MethodName.ShowOverlays">
            <summary>
            Cached name for the 'ShowOverlays' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.MethodName.ShowBackstop">
            <summary>
            Cached name for the 'ShowBackstop' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.MethodName.HideBackstop">
            <summary>
            Cached name for the 'HideBackstop' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.MethodName.OnActiveScreenChanged">
            <summary>
            Cached name for the 'OnActiveScreenChanged' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.PropertyName.ScreenCount">
            <summary>
            Cached name for the 'ScreenCount' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.PropertyName._backstop">
            <summary>
            Cached name for the '_backstop' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.PropertyName._backstopFade">
            <summary>
            Cached name for the '_backstopFade' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.SignalName.Changed">
            <summary>
            Cached name for the 'Changed' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.Changed">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.ChangedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Overlays.NOverlayStack.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.OnDisconnectButtonPressed(MegaCrit.Sts2.Core.Nodes.GodotExtensions.NButton)">
            <summary>
            For multiplayer!
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.CloseToMenu">
            <summary>
            Helper method to quit to main menu as we require an async Task.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.MethodName.RefreshLabels">
            <summary>
            Cached name for the 'RefreshLabels' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.MethodName.OnBackOrResumeButtonPressed">
            <summary>
            Cached name for the 'OnBackOrResumeButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.MethodName.OnSettingsButtonPressed">
            <summary>
            Cached name for the 'OnSettingsButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.MethodName.OnCompendiumButtonPressed">
            <summary>
            Cached name for the 'OnCompendiumButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.MethodName.OnGiveUpButtonPressed">
            <summary>
            Cached name for the 'OnGiveUpButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.MethodName.OnDisconnectButtonPressed">
            <summary>
            Cached name for the 'OnDisconnectButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.MethodName.OnSaveAndQuitButtonPressed">
            <summary>
            Cached name for the 'OnSaveAndQuitButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.MethodName.OnSubmenuClosed">
            <summary>
            Cached name for the 'OnSubmenuClosed' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.PropertyName.Buttons">
            <summary>
            Cached name for the 'Buttons' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.PropertyName.UseSharedBackstop">
            <summary>
            Cached name for the 'UseSharedBackstop' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.PropertyName.ScreenType">
            <summary>
            Cached name for the 'ScreenType' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.PropertyName._backButton">
            <summary>
            Cached name for the '_backButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.PropertyName._buttonContainer">
            <summary>
            Cached name for the '_buttonContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.PropertyName._resumeButton">
            <summary>
            Cached name for the '_resumeButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.PropertyName._settingsButton">
            <summary>
            Cached name for the '_settingsButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.PropertyName._compendiumButton">
            <summary>
            Cached name for the '_compendiumButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.PropertyName._giveUpButton">
            <summary>
            Cached name for the '_giveUpButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.PropertyName._disconnectButton">
            <summary>
            Cached name for the '_disconnectButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.PropertyName._saveAndQuitButton">
            <summary>
            Cached name for the '_saveAndQuitButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.PropertyName._pausedLabel">
            <summary>
            Cached name for the '_pausedLabel' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenu.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.OnFocus">
            <summary>
            Hover. Brighten a lil.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.OnUnfocus">
            <summary>
            Unhover
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.MethodName.UpdateShaderS">
            <summary>
            Cached name for the 'UpdateShaderS' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.PropertyName.UseSharedBackstop">
            <summary>
            Cached name for the 'UseSharedBackstop' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.PropertyName._backButton">
            <summary>
            Cached name for the '_backButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.PauseMenu.NPauseMenuButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NLabPotionHolder._visibility">
            <summary>
            How the potion should be shown (locked, hidden, or visible).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NLabPotionHolder.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NLabPotionHolder.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NLabPotionHolder.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NLabPotionHolder.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NLabPotionHolder.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NLabPotionHolder.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NLabPotionHolder.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NLabPotionHolder.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NLabPotionHolder.PropertyName._potionNode">
            <summary>
            Cached name for the '_potionNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NLabPotionHolder.PropertyName._potionHolder">
            <summary>
            Cached name for the '_potionHolder' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NLabPotionHolder.PropertyName._visibility">
            <summary>
            Cached name for the '_visibility' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NLabPotionHolder.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NLabPotionHolder.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NLabPotionHolder.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NLabPotionHolder.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NLabPotionHolder.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NLabPotionHolder.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NLabPotionHolder.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.MethodName.OnSubmenuClosed">
            <summary>
            Cached name for the 'OnSubmenuClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.MethodName.OnSubmenuShown">
            <summary>
            Cached name for the 'OnSubmenuShown' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.MethodName.ClearPotions">
            <summary>
            Cached name for the 'ClearPotions' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.PropertyName._screenContents">
            <summary>
            Cached name for the '_screenContents' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.PropertyName._common">
            <summary>
            Cached name for the '_common' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.PropertyName._uncommon">
            <summary>
            Cached name for the '_uncommon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.PropertyName._rare">
            <summary>
            Cached name for the '_rare' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.PropertyName._special">
            <summary>
            Cached name for the '_special' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.PropertyName._screenTween">
            <summary>
            Cached name for the '_screenTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLab.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLabCategory.LoadPotions(MegaCrit.Sts2.Core.Entities.Potions.PotionRarity,MegaCrit.Sts2.Core.Localization.LocString,System.Collections.Generic.HashSet{MegaCrit.Sts2.Core.Models.PotionModel},MegaCrit.Sts2.Core.Unlocks.UnlockState,System.Collections.Generic.HashSet{MegaCrit.Sts2.Core.Models.PotionModel},System.Nullable{MegaCrit.Sts2.Core.Entities.Potions.PotionRarity})">
            <summary>
            Set the potions to be displayed.
            </summary>
            <param name="potionRarity">The potion rarities to be displayed.</param>
            <param name="header">The header that will be displayed at the top of the category.</param>
            <param name="seenPotions">The potions that have been seen by the local player.</param>
            <param name="unlockState">The unlock state of the local player.</param>
            <param name="allUnlockedPotions">All the potions that the local player has unlocked.</param>
            <param name="secondRarity">An optional second rarity to display additionally. Only used in one specific category</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLabCategory.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLabCategory.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLabCategory.MethodName.ClearPotions">
            <summary>
            Cached name for the 'ClearPotions' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLabCategory.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLabCategory.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLabCategory.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLabCategory.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLabCategory.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLabCategory.PropertyName._headerLabel">
            <summary>
            Cached name for the '_headerLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLabCategory.PropertyName._potionContainer">
            <summary>
            Cached name for the '_potionContainer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLabCategory.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLabCategory.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLabCategory.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLabCategory.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLabCategory.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.PotionLab.NPotionLabCategory.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.MethodName.Initialize">
            <summary>
            Cached name for the 'Initialize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.PropertyName._profileScreen">
            <summary>
            Cached name for the '_profileScreen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.PropertyName._profileId">
            <summary>
            Cached name for the '_profileId' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NDeleteProfileButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton">
            <summary>
            Button in the profile screen which allows the player to select a profile.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.MethodName.Initialize">
            <summary>
            Cached name for the 'Initialize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.PropertyName._title">
            <summary>
            Cached name for the '_title' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.PropertyName._description">
            <summary>
            Cached name for the '_description' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.PropertyName._currentProfileIndicator">
            <summary>
            Cached name for the '_currentProfileIndicator' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.PropertyName._profileIcon">
            <summary>
            Cached name for the '_profileIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.PropertyName._deleteButton">
            <summary>
            Cached name for the '_deleteButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.PropertyName._background">
            <summary>
            Cached name for the '_background' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.PropertyName._profileScreen">
            <summary>
            Cached name for the '_profileScreen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.PropertyName._profileId">
            <summary>
            Cached name for the '_profileId' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileIcon.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileIcon.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileIcon.MethodName.SetProfileId">
            <summary>
            Cached name for the 'SetProfileId' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileIcon.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileIcon.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileIcon.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileIcon.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileIcon.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileIcon.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileIcon.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileIcon.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileIcon.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileIcon.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileIcon.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileScreen">
            <summary>
            Screen where the player can change profiles.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileScreen.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileScreen.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileScreen.MethodName.ShowLoading">
            <summary>
            Cached name for the 'ShowLoading' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileScreen.MethodName.Refresh">
            <summary>
            Cached name for the 'Refresh' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileScreen.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileScreen.PropertyName._loadingOverlay">
            <summary>
            Cached name for the '_loadingOverlay' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ProfileScreen.NProfileScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.MethodName.OnSubmenuClosed">
            <summary>
            Cached name for the 'OnSubmenuClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.MethodName.OnSubmenuShown">
            <summary>
            Cached name for the 'OnSubmenuShown' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.MethodName.ClearRelics">
            <summary>
            Cached name for the 'ClearRelics' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.MethodName.SetLastFocusedRelic">
            <summary>
            Cached name for the 'SetLastFocusedRelic' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.PropertyName._screenContents">
            <summary>
            Cached name for the '_screenContents' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.PropertyName._starter">
            <summary>
            Cached name for the '_starter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.PropertyName._common">
            <summary>
            Cached name for the '_common' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.PropertyName._uncommon">
            <summary>
            Cached name for the '_uncommon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.PropertyName._rare">
            <summary>
            Cached name for the '_rare' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.PropertyName._shop">
            <summary>
            Cached name for the '_shop' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.PropertyName._ancient">
            <summary>
            Cached name for the '_ancient' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.PropertyName._event">
            <summary>
            Cached name for the '_event' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.PropertyName._screenTween">
            <summary>
            Cached name for the '_screenTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.LoadRelics(MegaCrit.Sts2.Core.Entities.Relics.RelicRarity,MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollection,MegaCrit.Sts2.Core.Localization.LocString,System.Collections.Generic.HashSet{MegaCrit.Sts2.Core.Models.RelicModel},MegaCrit.Sts2.Core.Unlocks.UnlockState,System.Collections.Generic.HashSet{MegaCrit.Sts2.Core.Models.RelicModel})">
            <summary>
            Instantiates a relic category by sorting and categorizing relics by ancient, character specific, and unlock/seen status.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.LoadRelicNodes(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.RelicModel},System.Collections.Generic.HashSet{MegaCrit.Sts2.Core.Models.RelicModel},System.Collections.Generic.HashSet{MegaCrit.Sts2.Core.Models.RelicModel})">
            <summary>
            Helper method to hook up relic nodes.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.MethodName.CreateForSubcategory">
            <summary>
            Cached name for the 'CreateForSubcategory' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.MethodName.LoadIcon">
            <summary>
            Cached name for the 'LoadIcon' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.MethodName.ClearRelics">
            <summary>
            Cached name for the 'ClearRelics' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.MethodName.OnRelicEntryPressed">
            <summary>
            Cached name for the 'OnRelicEntryPressed' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.PropertyName._collection">
            <summary>
            Cached name for the '_collection' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.PropertyName._headerLabel">
            <summary>
            Cached name for the '_headerLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.PropertyName._relicsContainer">
            <summary>
            Cached name for the '_relicsContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.PropertyName._spacer">
            <summary>
            Cached name for the '_spacer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionCategory.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionEntry">
            <summary>
            Handles logic/visuals for a single relic button in the Relic Collection screen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionEntry.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionEntry.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionEntry.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionEntry.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionEntry.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionEntry.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionEntry.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionEntry.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionEntry.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionEntry.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionEntry.PropertyName.ModelVisibility">
            <summary>
            Cached name for the 'ModelVisibility' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionEntry.PropertyName._relicHolder">
            <summary>
            Cached name for the '_relicHolder' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionEntry.PropertyName._relicNode">
            <summary>
            Cached name for the '_relicNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionEntry.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionEntry.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionEntry.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionEntry.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionEntry.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionEntry.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RelicCollection.NRelicCollectionEntry.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NActHistoryEntry._baseFloorNum">
            <summary>
            Sum of floors at the start of this act
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NActHistoryEntry.Create(MegaCrit.Sts2.Core.Localization.LocString,MegaCrit.Sts2.Core.Runs.RunHistory,System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Runs.History.MapPointHistoryEntry},System.Int32)">
            <summary>
            Create an instance of this node.
            Null if we're in test mode.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NActHistoryEntry.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NActHistoryEntry.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NActHistoryEntry.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NActHistoryEntry.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NActHistoryEntry.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NActHistoryEntry.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NActHistoryEntry.PropertyName._actLabel">
            <summary>
            Cached name for the '_actLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NActHistoryEntry.PropertyName._baseFloorNum">
            <summary>
            Cached name for the '_baseFloorNum' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NActHistoryEntry.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NActHistoryEntry.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NActHistoryEntry.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NActHistoryEntry.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NActHistoryEntry.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NActHistoryEntry.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.MethodName.ShowEntry">
            <summary>
            Cached name for the 'ShowEntry' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.PropertyName._headerLabel">
            <summary>
            Cached name for the '_headerLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.PropertyName._cardContainer">
            <summary>
            Cached name for the '_cardContainer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.SignalName.Hovered">
            <summary>
            Cached name for the 'Hovered' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.SignalName.Unhovered">
            <summary>
            Cached name for the 'Unhovered' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.Hovered">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.HoveredEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.Unhovered">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.UnhoveredEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistory.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.MethodName.Reload">
            <summary>
            Cached name for the 'Reload' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.PropertyName._titleLabel">
            <summary>
            Cached name for the '_titleLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.PropertyName._cardImage">
            <summary>
            Cached name for the '_cardImage' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.PropertyName._enchantmentImage">
            <summary>
            Cached name for the '_enchantmentImage' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.PropertyName._labelContainer">
            <summary>
            Cached name for the '_labelContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.PropertyName._scaleTween">
            <summary>
            Cached name for the '_scaleTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.PropertyName._amount">
            <summary>
            Cached name for the '_amount' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.SignalName.Clicked">
            <summary>
            Cached name for the 'Clicked' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.Clicked">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.ClickedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NDeckHistoryEntry.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistory.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistory.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistory.MethodName.SetDeckHistory">
            <summary>
            Cached name for the 'SetDeckHistory' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistory.MethodName.SetRelicHistory">
            <summary>
            Cached name for the 'SetRelicHistory' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistory.MethodName.HighlightRelevantEntries">
            <summary>
            Cached name for the 'HighlightRelevantEntries' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistory.MethodName.UnHighlightEntries">
            <summary>
            Cached name for the 'UnHighlightEntries' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistory.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistory.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistory.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistory.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistory.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistory.PropertyName._actContainer">
            <summary>
            Cached name for the '_actContainer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistory.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistory.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistory.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistory.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistory.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistory.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.MethodName.Highlight">
            <summary>
            Cached name for the 'Highlight' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.MethodName.Unhighlight">
            <summary>
            Cached name for the 'Unhighlight' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.MethodName.GetSfxVolume">
            <summary>
            Cached name for the 'GetSfxVolume' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.MethodName.HurryUp">
            <summary>
            Cached name for the 'HurryUp' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.MethodName.SetupForAnimation">
            <summary>
            Cached name for the 'SetupForAnimation' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.PropertyName.FloorNum">
            <summary>
            Cached name for the 'FloorNum' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.PropertyName._baseScale">
            <summary>
            Cached name for the '_baseScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.PropertyName._texture">
            <summary>
            Cached name for the '_texture' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.PropertyName._outline">
            <summary>
            Cached name for the '_outline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.PropertyName._questIcon">
            <summary>
            Cached name for the '_questIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.PropertyName._animateInTween">
            <summary>
            Cached name for the '_animateInTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.PropertyName._baseAngle">
            <summary>
            Cached name for the '_baseAngle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.PropertyName._hurryUp">
            <summary>
            Cached name for the '_hurryUp' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NMapPointHistoryEntry.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.OnRelicClicked(MegaCrit.Sts2.Core.Nodes.Relics.NRelic)">
            <summary>
            Opens the Inspect Relic screen and allows the player to paginate through the rest of the top bar relics.
            </summary>
            <param name="node"></param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.MethodName.OnRelicClicked">
            <summary>
            Cached name for the 'OnRelicClicked' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.PropertyName._headerLabel">
            <summary>
            Cached name for the '_headerLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.PropertyName._relicsContainer">
            <summary>
            Cached name for the '_relicsContainer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.SignalName.Hovered">
            <summary>
            Cached name for the 'Hovered' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.SignalName.Unhovered">
            <summary>
            Cached name for the 'Unhovered' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.Hovered">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.HoveredEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.Unhovered">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.UnhoveredEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRelicHistory.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory">
            <summary>
            Rename to NRunHistoryScreen someday.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory._bottomScrollbarPadding">
            <summary>
            Padding at the bottom of the screen so that the scrollbar shows up if the contents don't quite touch the bottom
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.RefreshAndSelectRun(System.Int32)">
            <summary>
            Called whenever we want to load a run history file!
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.LoadPlayerFloor(MegaCrit.Sts2.Core.Runs.RunHistory)">
            <summary>
            Counts the total number of MapPointHistoryEntry objects.
            This is how many floors the player has traversed I think.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.LoadGameModeDetails(MegaCrit.Sts2.Core.Runs.RunHistory)">
            <summary>
            Sets the text in the top right that is like Singleplayer: Standard or Multiplayer: Custom, etc.
            </summary>
            <param name="history"></param>
            <exception cref="T:System.ArgumentOutOfRangeException"></exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.GetGameOverType(MegaCrit.Sts2.Core.Runs.RunHistory)">
            <summary>
            Given a <see cref="T:MegaCrit.Sts2.Core.Runs.RunHistory"/> entry, returns how the run ended (aka the <see cref="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.GameOverType"/>).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.GetDeathQuote(MegaCrit.Sts2.Core.Runs.RunHistory,MegaCrit.Sts2.Core.Models.ModelId,MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.GameOverType)">
            <summary>
            Helper method to generate a death quote given a run history entry, characterId, and how they died.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.MethodName.OnLeftButtonButtonReleased">
            <summary>
            Cached name for the 'OnLeftButtonButtonReleased' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.MethodName.OnRightButtonButtonReleased">
            <summary>
            Cached name for the 'OnRightButtonButtonReleased' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.MethodName.CanBeShown">
            <summary>
            Cached name for the 'CanBeShown' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.MethodName.OnSubmenuShown">
            <summary>
            Cached name for the 'OnSubmenuShown' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.MethodName.OnSubmenuHidden">
            <summary>
            Cached name for the 'OnSubmenuHidden' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.MethodName.SelectPlayer">
            <summary>
            Cached name for the 'SelectPlayer' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.MethodName.LoadGoldHpAndPotionInfo">
            <summary>
            Cached name for the 'LoadGoldHpAndPotionInfo' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._screenContents">
            <summary>
            Cached name for the '_screenContents' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._playerIconContainer">
            <summary>
            Cached name for the '_playerIconContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._hpLabel">
            <summary>
            Cached name for the '_hpLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._goldLabel">
            <summary>
            Cached name for the '_goldLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._potionHolder">
            <summary>
            Cached name for the '_potionHolder' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._floorLabel">
            <summary>
            Cached name for the '_floorLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._timeLabel">
            <summary>
            Cached name for the '_timeLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._dateLabel">
            <summary>
            Cached name for the '_dateLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._seedLabel">
            <summary>
            Cached name for the '_seedLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._gameModeLabel">
            <summary>
            Cached name for the '_gameModeLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._buildLabel">
            <summary>
            Cached name for the '_buildLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._badgeContainer">
            <summary>
            Cached name for the '_badgeContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._deathQuoteLabel">
            <summary>
            Cached name for the '_deathQuoteLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._mapPointHistory">
            <summary>
            Cached name for the '_mapPointHistory' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._relicHistory">
            <summary>
            Cached name for the '_relicHistory' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._deckHistory">
            <summary>
            Cached name for the '_deckHistory' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._outOfDateVisual">
            <summary>
            Cached name for the '_outOfDateVisual' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._index">
            <summary>
            Cached name for the '_index' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._prevButton">
            <summary>
            Cached name for the '_prevButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._nextButton">
            <summary>
            Cached name for the '_nextButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._selectedPlayerIcon">
            <summary>
            Cached name for the '_selectedPlayerIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.PropertyName._screenTween">
            <summary>
            Cached name for the '_screenTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistory.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryArrowButton.IsLeft">
            <summary>
            Whether this arrow is facing left or right
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryArrowButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryArrowButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryArrowButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryArrowButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryArrowButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryArrowButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryArrowButton.PropertyName.IsLeft">
            <summary>
            Cached name for the 'IsLeft' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryArrowButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryArrowButton.PropertyName._isLeft">
            <summary>
            Cached name for the '_isLeft' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryArrowButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryArrowButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryArrowButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryArrowButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryArrowButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryArrowButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.MethodName.Select">
            <summary>
            Cached name for the 'Select' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.MethodName.Deselect">
            <summary>
            Cached name for the 'Deselect' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.PropertyName._achievementLock">
            <summary>
            Cached name for the '_achievementLock' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.PropertyName._ascensionIcon">
            <summary>
            Cached name for the '_ascensionIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.PropertyName._ascensionLabel">
            <summary>
            Cached name for the '_ascensionLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.PropertyName._selectionReticle">
            <summary>
            Cached name for the '_selectionReticle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.RunHistoryScreen.NRunHistoryPlayerIcon.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ScreenContext.ActiveScreenContext">
            <summary>
            Manages the screen contexts that is currently active (the top-most screen that the player is interacting with).
            This is used to span between all of our different screen systems (overlays, capstones, submenus, even rooms).
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.ScreenContext.ActiveScreenContext.Updated">
            <summary>
            Event used to let listeners know that the Current Active Screen may have changed
            Useful for screens that needs to hide/show certain UX depending on if it is the Current Screen or not.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.ScreenContext.ActiveScreenContext.GetCurrentScreen">
            <summary>
            Looks through all of our screen systems in order of priority to determine what the active screen context currently
            is.
            </summary>
            <returns>The screen context that is currently active.</returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.ScreenContext.IScreenContext">
            <summary>
            An interface that is shared by all screens in sts2. Used to bridge the gap between
            all of our various screen systems (Overlays, Capstones, Rooms, Submenus)
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Screens.ScreenContext.IScreenContext.DefaultFocusedControl">
            <summary>
            The default control to focus on when it becomes the ActiveScreen while the player is using controller
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Screens.ScreenContext.IScreenContext.FocusedControlFromTopBar">
            <summary>
            The default control to focus on when navigating from the top bar (typically from your relics)
            Most of the time just equal to the DefaultFocusedControl
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.IResettableSettingNode.SetFromSettings">
            <summary>
            Ensures that the state of the node reflects SettingsSave/PrefsSave.
            For example, if we change SettingsSave.FastMode, then this should be called on NFastModeTickbox to ensure it
            is ticked/unticked appropriately.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAbandonRunButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAbandonRunButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAbandonRunButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAbandonRunButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAbandonRunButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAbandonRunButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAbandonRunButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAbandonRunButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAbandonRunButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAbandonRunButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAbandonRunButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAbandonRunButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAbandonRunButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAbandonRunButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAbandonRunButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAbandonRunButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAmbienceSlider.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAmbienceSlider.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAmbienceSlider.MethodName.OnValueChanged">
            <summary>
            Cached name for the 'OnValueChanged' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAmbienceSlider.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAmbienceSlider.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAmbienceSlider.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAmbienceSlider.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAmbienceSlider.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAmbienceSlider.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAmbienceSlider.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdown">
            <summary>
            The display mode dropdown in the SettingsScreen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdown.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdown.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdown.MethodName.SetFromSettings">
            <summary>
            Cached name for the 'SetFromSettings' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdown.MethodName.AddDropdownItem">
            <summary>
            Cached name for the 'AddDropdownItem' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdown.MethodName.OnDropdownItemSelected">
            <summary>
            Cached name for the 'OnDropdownItemSelected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdown.MethodName.GetAspectRatioSettingString">
            <summary>
            Cached name for the 'GetAspectRatioSettingString' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdown.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdown.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdown.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdown.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdown.PropertyName._currentAspectRatioSetting">
            <summary>
            Cached name for the '_currentAspectRatioSetting' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdown.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdown.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdown.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdown.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdown.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdown.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdownItem.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdownItem.MethodName.Init">
            <summary>
            Cached name for the 'Init' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdownItem.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdownItem.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdownItem.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdownItem.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdownItem.PropertyName.aspectRatioSetting">
            <summary>
            Cached name for the 'aspectRatioSetting' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdownItem.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdownItem.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdownItem.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdownItem.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdownItem.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NAspectRatioDropdownItem.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeHoverTip.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeHoverTip.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeHoverTip.MethodName.OnHovered">
            <summary>
            Cached name for the 'OnHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeHoverTip.MethodName.OnUnhovered">
            <summary>
            Cached name for the 'OnUnhovered' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeHoverTip.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeHoverTip.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeHoverTip.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeHoverTip.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeHoverTip.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeHoverTip.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeHoverTip.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeTickbox.MethodName.SetFromSettings">
            <summary>
            Cached name for the 'SetFromSettings' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeTickbox.MethodName.OnTick">
            <summary>
            Cached name for the 'OnTick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeTickbox.MethodName.OnUntick">
            <summary>
            Cached name for the 'OnUntick' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeTickbox.PropertyName._settingsScreen">
            <summary>
            Cached name for the '_settingsScreen' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeTickbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBackgroundModeTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBgmVolumeSlider.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBgmVolumeSlider.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBgmVolumeSlider.MethodName.OnValueChanged">
            <summary>
            Cached name for the 'OnValueChanged' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBgmVolumeSlider.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBgmVolumeSlider.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBgmVolumeSlider.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBgmVolumeSlider.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBgmVolumeSlider.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBgmVolumeSlider.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NBgmVolumeSlider.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsHoverTip.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsHoverTip.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsHoverTip.MethodName.OnHovered">
            <summary>
            Cached name for the 'OnHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsHoverTip.MethodName.OnUnhovered">
            <summary>
            Cached name for the 'OnUnhovered' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsHoverTip.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsHoverTip.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsHoverTip.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsHoverTip.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsHoverTip.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsHoverTip.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsHoverTip.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsTickbox.MethodName.SetFromSettings">
            <summary>
            Cached name for the 'SetFromSettings' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsTickbox.MethodName.OnTick">
            <summary>
            Cached name for the 'OnTick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsTickbox.MethodName.OnUntick">
            <summary>
            Cached name for the 'OnUntick' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsTickbox.PropertyName._settingsScreen">
            <summary>
            Cached name for the '_settingsScreen' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsTickbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCommonTooltipsTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCreditsButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCreditsButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCreditsButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCreditsButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCreditsButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCreditsButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCreditsButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCreditsButton.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCreditsButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCreditsButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCreditsButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCreditsButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCreditsButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCreditsButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NCreditsButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdown">
            <summary>
            The Display selection dropdown in the Graphics settings.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdown.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdown.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdown.MethodName._Notification">
            <summary>
            Cached name for the '_Notification' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdown.MethodName.OnWindowChange">
            <summary>
            Cached name for the 'OnWindowChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdown.MethodName.OnDropdownItemSelected">
            <summary>
            Cached name for the 'OnDropdownItemSelected' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdown.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdown.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdown.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdown.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdown.PropertyName._dropdownItemScene">
            <summary>
            Cached name for the '_dropdownItemScene' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdown.PropertyName._currentDisplayIndex">
            <summary>
            Cached name for the '_currentDisplayIndex' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdown.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdown.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdown.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdown.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdown.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdown.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdownItem.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdownItem.MethodName.Init">
            <summary>
            Cached name for the 'Init' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdownItem.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdownItem.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdownItem.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdownItem.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdownItem.PropertyName.displayIndex">
            <summary>
            Cached name for the 'displayIndex' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdownItem.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdownItem.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdownItem.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdownItem.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdownItem.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDisplayDropdownItem.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDropdownPositioner">
            <summary>
            Helper script to allow a Node to become anchored to this Node.
            Used specifically for positioning the DropdownContainers (they're tricky due to how they're layered)
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDropdownPositioner.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDropdownPositioner.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDropdownPositioner.MethodName.OnVisibilityChange">
            <summary>
            Cached name for the 'OnVisibilityChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDropdownPositioner.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDropdownPositioner.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDropdownPositioner.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDropdownPositioner.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDropdownPositioner.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDropdownPositioner.PropertyName._dropdownNode">
            <summary>
            Cached name for the '_dropdownNode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDropdownPositioner.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDropdownPositioner.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDropdownPositioner.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDropdownPositioner.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDropdownPositioner.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NDropdownPositioner.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeHoverTip.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeHoverTip.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeHoverTip.MethodName.OnHovered">
            <summary>
            Cached name for the 'OnHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeHoverTip.MethodName.OnUnhovered">
            <summary>
            Cached name for the 'OnUnhovered' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeHoverTip.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeHoverTip.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeHoverTip.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeHoverTip.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeHoverTip.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeHoverTip.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeHoverTip.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeTickbox.MethodName.SetFromSettings">
            <summary>
            Cached name for the 'SetFromSettings' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeTickbox.MethodName.OnTick">
            <summary>
            Cached name for the 'OnTick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeTickbox.MethodName.OnUntick">
            <summary>
            Cached name for the 'OnUntick' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeTickbox.PropertyName._settingsScreen">
            <summary>
            Cached name for the '_settingsScreen' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeTickbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFastModeTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFpsPaginator.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFpsPaginator.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFpsPaginator.MethodName.SetFromSettings">
            <summary>
            Cached name for the 'SetFromSettings' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFpsPaginator.MethodName.OnIndexChanged">
            <summary>
            Cached name for the 'OnIndexChanged' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFpsPaginator.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFpsPaginator.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFpsPaginator.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFpsPaginator.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFpsPaginator.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFpsPaginator.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFpsPaginator.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenHoverTip.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenHoverTip.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenHoverTip.MethodName.OnHovered">
            <summary>
            Cached name for the 'OnHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenHoverTip.MethodName.OnUnhovered">
            <summary>
            Cached name for the 'OnUnhovered' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenHoverTip.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenHoverTip.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenHoverTip.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenHoverTip.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenHoverTip.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenHoverTip.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenHoverTip.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenTickbox.MethodName.OnTick">
            <summary>
            Cached name for the 'OnTick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenTickbox.MethodName.OnUntick">
            <summary>
            Cached name for the 'OnUntick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenTickbox.MethodName.OnWindowChange">
            <summary>
            Cached name for the 'OnWindowChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenTickbox.MethodName.SetFullscreen">
            <summary>
            Cached name for the 'SetFullscreen' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NFullscreenTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountHoverTip.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountHoverTip.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountHoverTip.MethodName.OnHovered">
            <summary>
            Cached name for the 'OnHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountHoverTip.MethodName.OnUnhovered">
            <summary>
            Cached name for the 'OnUnhovered' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountHoverTip.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountHoverTip.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountHoverTip.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountHoverTip.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountHoverTip.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountHoverTip.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountHoverTip.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountTickbox.MethodName.SetFromSettings">
            <summary>
            Cached name for the 'SetFromSettings' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountTickbox.MethodName.OnTick">
            <summary>
            Cached name for the 'OnTick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountTickbox.MethodName.OnUntick">
            <summary>
            Cached name for the 'OnUntick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountTickbox.MethodName.TryRefreshHandIndices">
            <summary>
            Cached name for the 'TryRefreshHandIndices' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountTickbox.PropertyName._settingsScreen">
            <summary>
            Cached name for the '_settingsScreen' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountTickbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NHandCardCountTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.MethodName.UpdateInput">
            <summary>
            Cached name for the 'UpdateInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.PropertyName.InputName">
            <summary>
            Cached name for the 'InputName' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.PropertyName._bg">
            <summary>
            Cached name for the '_bg' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.PropertyName._inputLabel">
            <summary>
            Cached name for the '_inputLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.PropertyName._keyBindingLabel">
            <summary>
            Cached name for the '_keyBindingLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.PropertyName._controllerBindingIcon">
            <summary>
            Cached name for the '_controllerBindingIcon' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsEntry.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.MethodName.OnViewportSizeChange">
            <summary>
            Cached name for the 'OnViewportSizeChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.MethodName.OnVisibilityChange">
            <summary>
            Cached name for the 'OnVisibilityChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.MethodName.SetAsListeningEntry">
            <summary>
            Cached name for the 'SetAsListeningEntry' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.MethodName._UnhandledKeyInput">
            <summary>
            Cached name for the '_UnhandledKeyInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.PropertyName._minPadding">
            <summary>
            Cached name for the '_minPadding' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.PropertyName._listeningEntry">
            <summary>
            Cached name for the '_listeningEntry' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.PropertyName._resetToDefaultButton">
            <summary>
            Cached name for the '_resetToDefaultButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.PropertyName._commandHeader">
            <summary>
            Cached name for the '_commandHeader' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.PropertyName._keyboardHeader">
            <summary>
            Cached name for the '_keyboardHeader' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.PropertyName._controllerHeader">
            <summary>
            Cached name for the '_controllerHeader' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.PropertyName._steamInputPrompt">
            <summary>
            Cached name for the '_steamInputPrompt' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NInputSettingsPanel.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoHoverTip.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoHoverTip.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoHoverTip.MethodName.OnHovered">
            <summary>
            Cached name for the 'OnHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoHoverTip.MethodName.OnUnhovered">
            <summary>
            Cached name for the 'OnUnhovered' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoHoverTip.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoHoverTip.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoHoverTip.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoHoverTip.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoHoverTip.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoHoverTip.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoHoverTip.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoTickbox.MethodName.SetFromSettings">
            <summary>
            Cached name for the 'SetFromSettings' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoTickbox.MethodName.OnTick">
            <summary>
            Cached name for the 'OnTick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoTickbox.MethodName.OnUntick">
            <summary>
            Cached name for the 'OnUntick' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoTickbox.PropertyName._settingsScreen">
            <summary>
            Cached name for the '_settingsScreen' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoTickbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NIntroLogoTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.Init(System.String)">
            <summary>
            Given a 3 character ISO 639-2 "like" code, initialize the language button's asset and label.
            </summary>
            <param name="languageIsoCode"></param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.MethodName.Init">
            <summary>
            Cached name for the 'Init' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.MethodName.SetAsSelected">
            <summary>
            Cached name for the 'SetAsSelected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.MethodName.SetAsDeselected">
            <summary>
            Cached name for the 'SetAsDeselected' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.PropertyName.IsSelected">
            <summary>
            Cached name for the 'IsSelected' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.PropertyName._outline">
            <summary>
            Cached name for the '_outline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.PropertyName._flag">
            <summary>
            Cached name for the '_flag' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.PropertyName.isoCode">
            <summary>
            Cached name for the 'isoCode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdown">
            <summary>
            The language dropdown in the OptionsScreen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdown.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdown.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdown.MethodName.PopulateOptions">
            <summary>
            Cached name for the 'PopulateOptions' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdown.MethodName.OnDropdownItemSelected">
            <summary>
            Cached name for the 'OnDropdownItemSelected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdown.MethodName.GetLanguageNameForCode">
            <summary>
            Cached name for the 'GetLanguageNameForCode' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdown.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdown.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdown.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdown.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdown.PropertyName.CurrentLanguage">
            <summary>
            Cached name for the 'CurrentLanguage' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdown.PropertyName._dropdownItemScene">
            <summary>
            Cached name for the '_dropdownItemScene' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdown.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdown.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdown.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdown.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdown.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdown.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdownItem.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdownItem.MethodName.Init">
            <summary>
            Cached name for the 'Init' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdownItem.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdownItem.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdownItem.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdownItem.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdownItem.PropertyName.LanguageCode">
            <summary>
            Cached name for the 'LanguageCode' property.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdownItem.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdownItem.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdownItem.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdownItem.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdownItem.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLanguageDropdownItem.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationHoverTip.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationHoverTip.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationHoverTip.MethodName.OnHovered">
            <summary>
            Cached name for the 'OnHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationHoverTip.MethodName.OnUnhovered">
            <summary>
            Cached name for the 'OnUnhovered' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationHoverTip.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationHoverTip.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationHoverTip.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationHoverTip.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationHoverTip.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationHoverTip.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationHoverTip.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationTickbox.MethodName.SetFromSettings">
            <summary>
            Cached name for the 'SetFromSettings' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationTickbox.MethodName.OnTick">
            <summary>
            Cached name for the 'OnTick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationTickbox.MethodName.OnUntick">
            <summary>
            Cached name for the 'OnUntick' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationTickbox.PropertyName._settingsScreen">
            <summary>
            Cached name for the '_settingsScreen' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationTickbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NLongPressConfirmationTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMasterVolumeSlider.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMasterVolumeSlider.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMasterVolumeSlider.MethodName.OnValueChanged">
            <summary>
            Cached name for the 'OnValueChanged' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMasterVolumeSlider.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMasterVolumeSlider.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMasterVolumeSlider.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMasterVolumeSlider.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMasterVolumeSlider.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMasterVolumeSlider.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMasterVolumeSlider.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaHoverTip.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaHoverTip.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaHoverTip.MethodName.OnHovered">
            <summary>
            Cached name for the 'OnHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaHoverTip.MethodName.OnUnhovered">
            <summary>
            Cached name for the 'OnUnhovered' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaHoverTip.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaHoverTip.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaHoverTip.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaHoverTip.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaHoverTip.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaHoverTip.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaHoverTip.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaPaginator">
            <summary>
            Sets your 2D MSAA setting. Affects how "jagged" sprites and other 2D things look. Notably when rotated.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaPaginator.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaPaginator.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaPaginator.MethodName.SetFromSettings">
            <summary>
            Cached name for the 'SetFromSettings' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaPaginator.MethodName.OnIndexChanged">
            <summary>
            Cached name for the 'OnIndexChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaPaginator.MethodName.GetMsaaLabel">
            <summary>
            Cached name for the 'GetMsaaLabel' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaPaginator.MethodName.GetMsaa">
            <summary>
            Cached name for the 'GetMsaa' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaPaginator.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaPaginator.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaPaginator.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaPaginator.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaPaginator.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaPaginator.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMsaaPaginator.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMuteInBackgroundTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMuteInBackgroundTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMuteInBackgroundTickbox.MethodName.OnTick">
            <summary>
            Cached name for the 'OnTick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMuteInBackgroundTickbox.MethodName.OnUntick">
            <summary>
            Cached name for the 'OnUntick' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMuteInBackgroundTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMuteInBackgroundTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMuteInBackgroundTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMuteInBackgroundTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMuteInBackgroundTickbox.PropertyName._settingsScreen">
            <summary>
            Cached name for the '_settingsScreen' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMuteInBackgroundTickbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMuteInBackgroundTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMuteInBackgroundTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMuteInBackgroundTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMuteInBackgroundTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NMuteInBackgroundTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenFeedbackScreenButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenFeedbackScreenButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenFeedbackScreenButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenFeedbackScreenButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenFeedbackScreenButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenFeedbackScreenButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenFeedbackScreenButton.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenFeedbackScreenButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenFeedbackScreenButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenFeedbackScreenButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenFeedbackScreenButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenFeedbackScreenButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenFeedbackScreenButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenFeedbackScreenButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenModdingScreenButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenModdingScreenButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenModdingScreenButton.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenModdingScreenButton.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenModdingScreenButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenModdingScreenButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenModdingScreenButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenModdingScreenButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenModdingScreenButton.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenModdingScreenButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenModdingScreenButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenModdingScreenButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenModdingScreenButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenModdingScreenButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenModdingScreenButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NOpenModdingScreenButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.PropertyName._pageLeft">
            <summary>
            Cached name for the '_pageLeft' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.PropertyName._paginator">
            <summary>
            Cached name for the '_paginator' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.PropertyName._baseScale">
            <summary>
            Cached name for the '_baseScale' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginateArrow.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator">
            <summary>
            Base class for Paginator controls for Max FPS and Combat Speed in the settings screen.
            Use a dropdown if there are a lot of settings.
            TODO: Does this need to override NButton for controller support?
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.MethodName._GuiInput">
            <summary>
            Cached name for the '_GuiInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.MethodName.OnIndexChanged">
            <summary>
            Cached name for the 'OnIndexChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.MethodName.SetIndex">
            <summary>
            Cached name for the 'SetIndex' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.MethodName.PageLeft">
            <summary>
            Cached name for the 'PageLeft' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.MethodName.PageRight">
            <summary>
            Cached name for the 'PageRight' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.MethodName.IndexChangeHelper">
            <summary>
            Cached name for the 'IndexChangeHelper' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.PropertyName._vfxLabel">
            <summary>
            Cached name for the '_vfxLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.PropertyName._selectionReticle">
            <summary>
            Cached name for the '_selectionReticle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.PropertyName._currentIndex">
            <summary>
            Cached name for the '_currentIndex' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPaginator.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeHoverTip.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeHoverTip.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeHoverTip.MethodName.OnHovered">
            <summary>
            Cached name for the 'OnHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeHoverTip.MethodName.OnUnhovered">
            <summary>
            Cached name for the 'OnUnhovered' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeHoverTip.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeHoverTip.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeHoverTip.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeHoverTip.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeHoverTip.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeHoverTip.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeHoverTip.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeTickbox.MethodName.SetFromSettings">
            <summary>
            Cached name for the 'SetFromSettings' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeTickbox.MethodName.OnTick">
            <summary>
            Cached name for the 'OnTick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeTickbox.MethodName.OnUntick">
            <summary>
            Cached name for the 'OnUntick' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeTickbox.PropertyName._settingsScreen">
            <summary>
            Cached name for the '_settingsScreen' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeTickbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NPhobiaModeTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetGameplayButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetGameplayButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetGameplayButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetGameplayButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetGameplayButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetGameplayButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetGameplayButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetGameplayButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetGameplayButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetGameplayButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetGraphicsButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetGraphicsButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetGraphicsButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetGraphicsButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetGraphicsButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetGraphicsButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetGraphicsButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetGraphicsButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetGraphicsButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetGraphicsButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetToDefaultControlsButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetToDefaultControlsButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetToDefaultControlsButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetToDefaultControlsButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetToDefaultControlsButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetToDefaultControlsButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetToDefaultControlsButton.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetToDefaultControlsButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetToDefaultControlsButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetToDefaultControlsButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetToDefaultControlsButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetToDefaultControlsButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetToDefaultControlsButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetToDefaultControlsButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetTutorialsButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetTutorialsButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetTutorialsButton.MethodName.OpenPopup">
            <summary>
            Cached name for the 'OpenPopup' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetTutorialsButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetTutorialsButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetTutorialsButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetTutorialsButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetTutorialsButton.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetTutorialsButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetTutorialsButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetTutorialsButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetTutorialsButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetTutorialsButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetTutorialsButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResetTutorialsButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown">
            <summary>
            The resolution dropdown in the OptionsScreen.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.PopulateDropdownItems">
            <summary>
            A separate function as we repopulate the list of resolutions whenever the player
            changes the Display they wish to play the game on.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.MethodName.RefreshCurrentlySelectedResolution">
            <summary>
            Cached name for the 'RefreshCurrentlySelectedResolution' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.MethodName.PopulateDropdownItems">
            <summary>
            Cached name for the 'PopulateDropdownItems' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.MethodName.OnWindowChange">
            <summary>
            Cached name for the 'OnWindowChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.MethodName.RefreshEnabled">
            <summary>
            Cached name for the 'RefreshEnabled' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.MethodName.OnDropdownItemSelected">
            <summary>
            Cached name for the 'OnDropdownItemSelected' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.MethodName.DoesResolutionFit">
            <summary>
            Cached name for the 'DoesResolutionFit' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.PropertyName._dropdownItemScene">
            <summary>
            Cached name for the '_dropdownItemScene' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.PropertyName._arrow">
            <summary>
            Cached name for the '_arrow' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdown.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdownItem.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdownItem.MethodName.Init">
            <summary>
            Cached name for the 'Init' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdownItem.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdownItem.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdownItem.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdownItem.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdownItem.PropertyName.resolution">
            <summary>
            Cached name for the 'resolution' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdownItem.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdownItem.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdownItem.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdownItem.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdownItem.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NResolutionDropdownItem.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerHoverTip.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerHoverTip.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerHoverTip.MethodName.OnHovered">
            <summary>
            Cached name for the 'OnHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerHoverTip.MethodName.OnUnhovered">
            <summary>
            Cached name for the 'OnUnhovered' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerHoverTip.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerHoverTip.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerHoverTip.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerHoverTip.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerHoverTip.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerHoverTip.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerHoverTip.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerTickbox.MethodName.SetFromSettings">
            <summary>
            Cached name for the 'SetFromSettings' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerTickbox.MethodName.OnTick">
            <summary>
            Cached name for the 'OnTick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerTickbox.MethodName.OnUntick">
            <summary>
            Cached name for the 'OnUntick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerTickbox.MethodName.TryRefreshRunTimer">
            <summary>
            Cached name for the 'TryRefreshRunTimer' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerTickbox.PropertyName._settingsScreen">
            <summary>
            Cached name for the '_settingsScreen' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerTickbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NRunTimerTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakeHoverTip.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakeHoverTip.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakeHoverTip.MethodName.OnHovered">
            <summary>
            Cached name for the 'OnHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakeHoverTip.MethodName.OnUnhovered">
            <summary>
            Cached name for the 'OnUnhovered' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakeHoverTip.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakeHoverTip.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakeHoverTip.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakeHoverTip.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakeHoverTip.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakeHoverTip.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakeHoverTip.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakePaginator.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakePaginator.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakePaginator.MethodName.SetFromSettings">
            <summary>
            Cached name for the 'SetFromSettings' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakePaginator.MethodName.OnIndexChanged">
            <summary>
            Cached name for the 'OnIndexChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakePaginator.MethodName.GetShakeMultiplier">
            <summary>
            Cached name for the 'GetShakeMultiplier' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakePaginator.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakePaginator.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakePaginator.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakePaginator.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakePaginator.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakePaginator.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NScreenshakePaginator.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsButton.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsButton.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsButton.PropertyName._selectionReticle">
            <summary>
            Cached name for the '_selectionReticle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsDropdown">
            <summary>
            The display mode dropdown in the SettingsScreen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsDropdown.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsDropdown.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsDropdown.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsDropdown.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsDropdown.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsDropdown.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsDropdown.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsDropdown.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsDropdown.PropertyName._selectionReticle">
            <summary>
            Cached name for the '_selectionReticle' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsDropdown.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsDropdown.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsDropdown.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsDropdown.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsDropdown.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsDropdown.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsGradientMask.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsGradientMask.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsGradientMask.MethodName.OnResized">
            <summary>
            Cached name for the 'OnResized' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsGradientMask.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsGradientMask.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsGradientMask.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsGradientMask.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsGradientMask.PropertyName._tabContainer">
            <summary>
            Cached name for the '_tabContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsGradientMask.PropertyName._texture">
            <summary>
            Cached name for the '_texture' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsGradientMask.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsGradientMask.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsGradientMask.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsGradientMask.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsGradientMask.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsGradientMask.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsPanel">
            <summary>
            A script specifically used to make the Settings panels (General Settings, Graphics Settings, Audio Settings) fade in nicely
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsPanel.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsPanel.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsPanel.MethodName.RefreshSize">
            <summary>
            Cached name for the 'RefreshSize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsPanel.MethodName.OnVisibilityChange">
            <summary>
            Cached name for the 'OnVisibilityChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsPanel.MethodName.IsSettingsOption">
            <summary>
            Cached name for the 'IsSettingsOption' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsPanel.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsPanel.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsPanel.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsPanel.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsPanel.PropertyName.Content">
            <summary>
            Cached name for the 'Content' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsPanel.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsPanel.PropertyName._minPadding">
            <summary>
            Cached name for the '_minPadding' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsPanel.PropertyName._firstControl">
            <summary>
            Cached name for the '_firstControl' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsPanel.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsPanel.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsPanel.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsPanel.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsPanel.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsPanel.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsPanel.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.SetIsInRun(System.Boolean)">
            <summary>
            Should be called before adding as child!
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.LocHelper(Godot.Node,MegaCrit.Sts2.Core.Localization.LocString)">
            <summary>
            Helper class so the localize labels function doesn't look too busy.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.MethodName.SetIsInRun">
            <summary>
            Cached name for the 'SetIsInRun' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.MethodName.OnSettingsTabChanged">
            <summary>
            Cached name for the 'OnSettingsTabChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.MethodName.LocalizeLabels">
            <summary>
            Cached name for the 'LocalizeLabels' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.MethodName.OpenModdingScreen">
            <summary>
            Cached name for the 'OpenModdingScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.MethodName.OpenFeedbackScreen">
            <summary>
            Cached name for the 'OpenFeedbackScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.MethodName.OnSubmenuClosed">
            <summary>
            Cached name for the 'OnSubmenuClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.MethodName.OnSubmenuHidden">
            <summary>
            Cached name for the 'OnSubmenuHidden' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.MethodName.OnSubmenuShown">
            <summary>
            Cached name for the 'OnSubmenuShown' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.PropertyName._settingsTabManager">
            <summary>
            Cached name for the '_settingsTabManager' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.PropertyName._feedbackScreenButton">
            <summary>
            Cached name for the '_feedbackScreenButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.PropertyName._moddingScreenButton">
            <summary>
            Cached name for the '_moddingScreenButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.PropertyName._toast">
            <summary>
            Cached name for the '_toast' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.PropertyName._isInRun">
            <summary>
            Cached name for the '_isInRun' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.SignalName.SettingsClosed">
            <summary>
            Cached name for the 'SettingsClosed' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.SignalName.SettingsOpened">
            <summary>
            Cached name for the 'SettingsOpened' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.SettingsClosed">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.SettingsClosedEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.SettingsOpened">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.SettingsOpenedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsScreen.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsSlider.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsSlider.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsSlider.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsSlider.MethodName._GuiInput">
            <summary>
            Cached name for the '_GuiInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsSlider.MethodName.OnValueChanged">
            <summary>
            Cached name for the 'OnValueChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsSlider.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsSlider.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsSlider.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsSlider.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsSlider.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsSlider.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsSlider.PropertyName._slider">
            <summary>
            Cached name for the '_slider' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsSlider.PropertyName._valueLabel">
            <summary>
            Cached name for the '_valueLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsSlider.PropertyName._selectionReticle">
            <summary>
            Cached name for the '_selectionReticle' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsSlider.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsSlider.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsSlider.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsSlider.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsSlider.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsSlider.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab">
            <summary>
            Handles the visuals for the Settings tabs in the settings screen.
            Click and input events are handled by the SettingsTabManager class.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab._isSelected">
            <summary>
            A special flag as there can be a "currently selected" tab.
            Kind of like radio buttons I guess.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.MethodName.ForceTabPressed">
            <summary>
            Cached name for the 'ForceTabPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.MethodName.Select">
            <summary>
            Cached name for the 'Select' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.MethodName.Deselect">
            <summary>
            Cached name for the 'Deselect' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.MethodName.UpdateShaderParam">
            <summary>
            Cached name for the 'UpdateShaderParam' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.MethodName.SetLabel">
            <summary>
            Cached name for the 'SetLabel' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.PropertyName._isSelected">
            <summary>
            Cached name for the '_isSelected' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.PropertyName._outline">
            <summary>
            Cached name for the '_outline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTab.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager._Ready">
            <summary>
            Hooks up the Tab button callbacks.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.MethodName.ResetTabs">
            <summary>
            Cached name for the 'ResetTabs' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.MethodName.Enable">
            <summary>
            Cached name for the 'Enable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.MethodName.Disable">
            <summary>
            Cached name for the 'Disable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.MethodName.TabLeft">
            <summary>
            Cached name for the 'TabLeft' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.MethodName.TabRight">
            <summary>
            Cached name for the 'TabRight' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.MethodName.SwitchTabTo">
            <summary>
            Cached name for the 'SwitchTabTo' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.MethodName.UpdateControllerButton">
            <summary>
            Cached name for the 'UpdateControllerButton' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.PropertyName.CurrentlyDisplayedPanel">
            <summary>
            Cached name for the 'CurrentlyDisplayedPanel' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.PropertyName._currentTab">
            <summary>
            Cached name for the '_currentTab' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.PropertyName._scrollContainer">
            <summary>
            Cached name for the '_scrollContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.PropertyName._leftTriggerIcon">
            <summary>
            Cached name for the '_leftTriggerIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.PropertyName._rightTriggerIcon">
            <summary>
            Cached name for the '_rightTriggerIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.PropertyName._scrollbarTween">
            <summary>
            Cached name for the '_scrollbarTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.SignalName.TabChanged">
            <summary>
            Cached name for the 'TabChanged' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.TabChanged">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.TabChangedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTabManager.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTickbox.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTickbox.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTickbox.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTickbox.PropertyName._settingsScreen">
            <summary>
            Cached name for the '_settingsScreen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTickbox.PropertyName._selectionReticle">
            <summary>
            Cached name for the '_selectionReticle' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTickbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsToast.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsToast.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsToast.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsToast.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsToast.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsToast.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsToast.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsToast.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsToast.PropertyName._originalY">
            <summary>
            Cached name for the '_originalY' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsToast.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsToast.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsToast.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsToast.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsToast.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSettingsToast.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSfxVolumeSlider.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSfxVolumeSlider.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSfxVolumeSlider.MethodName.OnValueChanged">
            <summary>
            Cached name for the 'OnValueChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSfxVolumeSlider.MethodName.OnDragEnded">
            <summary>
            Cached name for the 'OnDragEnded' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSfxVolumeSlider.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSfxVolumeSlider.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSfxVolumeSlider.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSfxVolumeSlider.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSfxVolumeSlider.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSfxVolumeSlider.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NSfxVolumeSlider.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsHoverTip.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsHoverTip.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsHoverTip.MethodName.OnHovered">
            <summary>
            Cached name for the 'OnHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsHoverTip.MethodName.OnUnhovered">
            <summary>
            Cached name for the 'OnUnhovered' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsHoverTip.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsHoverTip.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsHoverTip.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsHoverTip.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsHoverTip.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsHoverTip.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsHoverTip.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsTickbox.MethodName.SetFromSettings">
            <summary>
            Cached name for the 'SetFromSettings' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsTickbox.MethodName.OnTick">
            <summary>
            Cached name for the 'OnTick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsTickbox.MethodName.OnUntick">
            <summary>
            Cached name for the 'OnUntick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsTickbox.MethodName.TryRefreshMapDrawings">
            <summary>
            Cached name for the 'TryRefreshMapDrawings' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsTickbox.PropertyName._settingsScreen">
            <summary>
            Cached name for the '_settingsScreen' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsTickbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NShowMpMapDrawingsTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsHoverTip.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsHoverTip.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsHoverTip.MethodName.OnHovered">
            <summary>
            Cached name for the 'OnHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsHoverTip.MethodName.OnUnhovered">
            <summary>
            Cached name for the 'OnUnhovered' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsHoverTip.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsHoverTip.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsHoverTip.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsHoverTip.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsHoverTip.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsHoverTip.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsHoverTip.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsTickbox.MethodName.SetFromSettings">
            <summary>
            Cached name for the 'SetFromSettings' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsTickbox.MethodName.OnTick">
            <summary>
            Cached name for the 'OnTick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsTickbox.MethodName.OnUntick">
            <summary>
            Cached name for the 'OnUntick' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsTickbox.PropertyName._settingsScreen">
            <summary>
            Cached name for the '_settingsScreen' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsTickbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NTextEffectsTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadDataTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadDataTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadDataTickbox.MethodName.SetFromSettings">
            <summary>
            Cached name for the 'SetFromSettings' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadDataTickbox.MethodName.OnTick">
            <summary>
            Cached name for the 'OnTick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadDataTickbox.MethodName.OnUntick">
            <summary>
            Cached name for the 'OnUntick' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadDataTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadDataTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadDataTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadDataTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadDataTickbox.PropertyName._settingsScreen">
            <summary>
            Cached name for the '_settingsScreen' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadDataTickbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadDataTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadDataTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadDataTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadDataTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadDataTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadGameplayDataHoverTip.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadGameplayDataHoverTip.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadGameplayDataHoverTip.MethodName.OnHovered">
            <summary>
            Cached name for the 'OnHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadGameplayDataHoverTip.MethodName.OnUnhovered">
            <summary>
            Cached name for the 'OnUnhovered' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadGameplayDataHoverTip.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadGameplayDataHoverTip.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadGameplayDataHoverTip.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadGameplayDataHoverTip.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadGameplayDataHoverTip.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadGameplayDataHoverTip.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NUploadGameplayDataHoverTip.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NVSyncPaginator.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NVSyncPaginator.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NVSyncPaginator.MethodName.SetFromSettings">
            <summary>
            Cached name for the 'SetFromSettings' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NVSyncPaginator.MethodName.GetVSyncString">
            <summary>
            Cached name for the 'GetVSyncString' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NVSyncPaginator.MethodName.OnIndexChanged">
            <summary>
            Cached name for the 'OnIndexChanged' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NVSyncPaginator.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NVSyncPaginator.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NVSyncPaginator.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NVSyncPaginator.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NVSyncPaginator.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NVSyncPaginator.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NVSyncPaginator.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeHoverTip.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeHoverTip.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeHoverTip.MethodName.OnHovered">
            <summary>
            Cached name for the 'OnHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeHoverTip.MethodName.OnUnhovered">
            <summary>
            Cached name for the 'OnUnhovered' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeHoverTip.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeHoverTip.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeHoverTip.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeHoverTip.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeHoverTip.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeHoverTip.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeHoverTip.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeTickbox.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeTickbox.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeTickbox.MethodName.OnTick">
            <summary>
            Cached name for the 'OnTick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeTickbox.MethodName.OnUntick">
            <summary>
            Cached name for the 'OnUntick' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeTickbox.MethodName.SetFromSettings">
            <summary>
            Cached name for the 'SetFromSettings' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeTickbox.MethodName.OnWindowChange">
            <summary>
            Cached name for the 'OnWindowChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeTickbox.MethodName.RefreshEnabled">
            <summary>
            Cached name for the 'RefreshEnabled' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeTickbox.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeTickbox.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeTickbox.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeTickbox.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeTickbox.PropertyName._settingsScreen">
            <summary>
            Cached name for the '_settingsScreen' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeTickbox.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeTickbox.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeTickbox.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeTickbox.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeTickbox.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Settings.NWindowResizeTickbox.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NFakeMerchantInventory">
            <summary>
            Manages the shop items for the fake merchant shop. We need this because we need to override the default controller navigation
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NFakeMerchantInventory.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NFakeMerchantInventory.MethodName.UpdateNavigation">
            <summary>
            Cached name for the 'UpdateNavigation' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NFakeMerchantInventory.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NFakeMerchantInventory.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NFakeMerchantInventory.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NFakeMerchantInventory.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NFakeMerchantInventory.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NFakeMerchantInventory.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NFakeMerchantInventory.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.MethodName.UpdateVisual">
            <summary>
            Cached name for the 'UpdateVisual' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.MethodName.OnInventoryOpened">
            <summary>
            Cached name for the 'OnInventoryOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.MethodName.OnPreview">
            <summary>
            Cached name for the 'OnPreview' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.MethodName.CreateHoverTip">
            <summary>
            Cached name for the 'CreateHoverTip' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.PropertyName.IsShowingUpgradedCard">
            <summary>
            Cached name for the 'IsShowingUpgradedCard' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.PropertyName.Visual">
            <summary>
            Cached name for the 'Visual' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.PropertyName._saleVisual">
            <summary>
            Cached name for the '_saleVisual' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.PropertyName._cardHolder">
            <summary>
            Cached name for the '_cardHolder' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.PropertyName._cardNode">
            <summary>
            Cached name for the '_cardNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCard.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCardRemoval.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCardRemoval.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCardRemoval.MethodName.UpdateVisual">
            <summary>
            Cached name for the 'UpdateVisual' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCardRemoval.MethodName.OnCardRemovalUsed">
            <summary>
            Cached name for the 'OnCardRemovalUsed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCardRemoval.MethodName.CreateHoverTip">
            <summary>
            Cached name for the 'CreateHoverTip' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCardRemoval.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCardRemoval.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCardRemoval.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCardRemoval.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCardRemoval.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCardRemoval.PropertyName.Visual">
            <summary>
            Cached name for the 'Visual' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCardRemoval.PropertyName._removalVisual">
            <summary>
            Cached name for the '_removalVisual' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCardRemoval.PropertyName._animator">
            <summary>
            Cached name for the '_animator' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCardRemoval.PropertyName._costContainer">
            <summary>
            Cached name for the '_costContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCardRemoval.PropertyName._isUnavailable">
            <summary>
            Cached name for the '_isUnavailable' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCardRemoval.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCardRemoval.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCardRemoval.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCardRemoval.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCardRemoval.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCardRemoval.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCharacter.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCharacter.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCharacter.MethodName.PlayAnimation">
            <summary>
            Cached name for the 'PlayAnimation' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCharacter.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCharacter.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCharacter.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCharacter.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCharacter.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCharacter.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantCharacter.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantDialogue.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantDialogue.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantDialogue.MethodName.ShowOnInventoryOpen">
            <summary>
            Cached name for the 'ShowOnInventoryOpen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantDialogue.MethodName.ShowForPurchaseAttempt">
            <summary>
            Cached name for the 'ShowForPurchaseAttempt' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantDialogue.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantDialogue.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantDialogue.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantDialogue.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantDialogue.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantDialogue.PropertyName._dialogueBox">
            <summary>
            Cached name for the '_dialogueBox' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantDialogue.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantDialogue.PropertyName._bubble">
            <summary>
            Cached name for the '_bubble' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantDialogue.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantDialogue.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantDialogue.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantDialogue.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantDialogue.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantDialogue.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantDialogue.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.MethodName.PointAtTarget">
            <summary>
            Cached name for the 'PointAtTarget' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.MethodName.StopPointing">
            <summary>
            Cached name for the 'StopPointing' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.PropertyName._startPos">
            <summary>
            Cached name for the '_startPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.PropertyName._targetPos">
            <summary>
            Cached name for the '_targetPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.PropertyName._targetNode">
            <summary>
            Cached name for the '_targetNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.PropertyName._targetOffset">
            <summary>
            Cached name for the '_targetOffset' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.PropertyName._noise">
            <summary>
            Cached name for the '_noise' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.PropertyName._time">
            <summary>
            Cached name for the '_time' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.PropertyName._rug">
            <summary>
            Cached name for the '_rug' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantHand.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory">
            <summary>
            Manages the shop items for a shop.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.MethodName.Open">
            <summary>
            Cached name for the 'Open' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.MethodName.SubscribeToEntries">
            <summary>
            Cached name for the 'SubscribeToEntries' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.MethodName.Close">
            <summary>
            Cached name for the 'Close' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.MethodName.OnCardRemovalUsed">
            <summary>
            Cached name for the 'OnCardRemovalUsed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.MethodName.UpdateNavigation">
            <summary>
            Cached name for the 'UpdateNavigation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.MethodName.UpdateHorizontalNavigation">
            <summary>
            Cached name for the 'UpdateHorizontalNavigation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.MethodName.UpdateVerticalNavigation">
            <summary>
            Cached name for the 'UpdateVerticalNavigation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.MethodName.BlockInput">
            <summary>
            Cached name for the 'BlockInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.MethodName.UnblockInput">
            <summary>
            Cached name for the 'UnblockInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.MethodName.OnActiveScreenUpdated">
            <summary>
            Cached name for the 'OnActiveScreenUpdated' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.PropertyName.IsOpen">
            <summary>
            Cached name for the 'IsOpen' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.PropertyName.MerchantHand">
            <summary>
            Cached name for the 'MerchantHand' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.PropertyName._characterCardContainer">
            <summary>
            Cached name for the '_characterCardContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.PropertyName._colorlessCardContainer">
            <summary>
            Cached name for the '_colorlessCardContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.PropertyName._relicContainer">
            <summary>
            Cached name for the '_relicContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.PropertyName._potionContainer">
            <summary>
            Cached name for the '_potionContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.PropertyName._cardRemovalNode">
            <summary>
            Cached name for the '_cardRemovalNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.PropertyName._backButton">
            <summary>
            Cached name for the '_backButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.PropertyName._merchantDialogue">
            <summary>
            Cached name for the '_merchantDialogue' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.PropertyName._inventoryTween">
            <summary>
            Cached name for the '_inventoryTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.PropertyName._slotsContainer">
            <summary>
            Cached name for the '_slotsContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.PropertyName._backstop">
            <summary>
            Cached name for the '_backstop' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.PropertyName._inputBlocker">
            <summary>
            Cached name for the '_inputBlocker' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.PropertyName._isInputBlocked">
            <summary>
            Cached name for the '_isInputBlocked' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.PropertyName._lastSlot">
            <summary>
            Cached name for the '_lastSlot' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.SignalName.InventoryClosed">
            <summary>
            Cached name for the 'InventoryClosed' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.InventoryClosed">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.InventoryClosedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantInventory.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantPotion.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantPotion.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantPotion.MethodName.UpdateVisual">
            <summary>
            Cached name for the 'UpdateVisual' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantPotion.MethodName.CreateHoverTip">
            <summary>
            Cached name for the 'CreateHoverTip' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantPotion.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantPotion.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantPotion.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantPotion.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantPotion.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantPotion.PropertyName.Visual">
            <summary>
            Cached name for the 'Visual' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantPotion.PropertyName._potionHolder">
            <summary>
            Cached name for the '_potionHolder' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantPotion.PropertyName._potionNode">
            <summary>
            Cached name for the '_potionNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantPotion.PropertyName._potionNodePosition">
            <summary>
            Cached name for the '_potionNodePosition' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantPotion.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantPotion.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantPotion.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantPotion.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantPotion.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantPotion.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantRelic.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantRelic.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantRelic.MethodName.UpdateVisual">
            <summary>
            Cached name for the 'UpdateVisual' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantRelic.MethodName.CreateHoverTip">
            <summary>
            Cached name for the 'CreateHoverTip' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantRelic.MethodName.OnPreview">
            <summary>
            Cached name for the 'OnPreview' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantRelic.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantRelic.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantRelic.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantRelic.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantRelic.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantRelic.PropertyName.Visual">
            <summary>
            Cached name for the 'Visual' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantRelic.PropertyName._iconSize">
            <summary>
            Cached name for the '_iconSize' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantRelic.PropertyName._relicHolder">
            <summary>
            Cached name for the '_relicHolder' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantRelic.PropertyName._relicNode">
            <summary>
            Cached name for the '_relicNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantRelic.PropertyName._relicNodePosition">
            <summary>
            Cached name for the '_relicNodePosition' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantRelic.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantRelic.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantRelic.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantRelic.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantRelic.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantRelic.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot">
            <summary>
            UI wrapper class for MerchantEntry.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.TriggerMerchantHandToPointHere">
            <summary>
            Used when the entry slot is purchased to ensure that the hand tries to point at it.
            Particularly useful for the Merchant Robes relic since purchasing the slots happens automatically.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.MethodName.Initialize">
            <summary>
            Cached name for the 'Initialize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.MethodName._GuiInput">
            <summary>
            Cached name for the '_GuiInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.MethodName.OnMousePressed">
            <summary>
            Cached name for the 'OnMousePressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.MethodName.OnMouseReleased">
            <summary>
            Cached name for the 'OnMouseReleased' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.MethodName.TriggerMerchantHandToPointHere">
            <summary>
            Cached name for the 'TriggerMerchantHandToPointHere' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.MethodName.OnPreview">
            <summary>
            Cached name for the 'OnPreview' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.MethodName.CreateHoverTip">
            <summary>
            Cached name for the 'CreateHoverTip' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.MethodName.ClearHoverTip">
            <summary>
            Cached name for the 'ClearHoverTip' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.MethodName.OnMerchantHandHovered">
            <summary>
            Cached name for the 'OnMerchantHandHovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.MethodName.OnMerchantHandUnhovered">
            <summary>
            Cached name for the 'OnMerchantHandUnhovered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.MethodName.OnPurchaseFailed">
            <summary>
            Cached name for the 'OnPurchaseFailed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.MethodName.UpdateVisual">
            <summary>
            Cached name for the 'UpdateVisual' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.MethodName.WiggleAnimation">
            <summary>
            Cached name for the 'WiggleAnimation' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.PropertyName.Hitbox">
            <summary>
            Cached name for the 'Hitbox' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.PropertyName.Visual">
            <summary>
            Cached name for the 'Visual' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.PropertyName._isHovered">
            <summary>
            Cached name for the '_isHovered' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.PropertyName._hitbox">
            <summary>
            Cached name for the '_hitbox' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.PropertyName._costLabel">
            <summary>
            Cached name for the '_costLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.PropertyName._purchaseFailedTween">
            <summary>
            Cached name for the '_purchaseFailedTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.PropertyName._merchantRug">
            <summary>
            Cached name for the '_merchantRug' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.PropertyName._ignoreMouseRelease">
            <summary>
            Cached name for the '_ignoreMouseRelease' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.SignalName.Hovered">
            <summary>
            Cached name for the 'Hovered' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.SignalName.Unhovered">
            <summary>
            Cached name for the 'Unhovered' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.Hovered">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.HoveredEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.Unhovered">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.UnhoveredEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Shops.NMerchantSlot.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.MethodName.RefreshUnlocked">
            <summary>
            Cached name for the 'RefreshUnlocked' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.MethodName.SetLockVisuals">
            <summary>
            Cached name for the 'SetLockVisuals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.MethodName.SetDateLabel">
            <summary>
            Cached name for the 'SetDateLabel' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.PropertyName.IsUnlocked">
            <summary>
            Cached name for the 'IsUnlocked' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.PropertyName._border">
            <summary>
            Cached name for the '_border' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.PropertyName._lock">
            <summary>
            Cached name for the '_lock' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.PropertyName._iconHsv">
            <summary>
            Cached name for the '_iconHsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.PropertyName._borderHsv">
            <summary>
            Cached name for the '_borderHsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.PropertyName._infoLabel">
            <summary>
            Cached name for the '_infoLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.PropertyName._date">
            <summary>
            Cached name for the '_date' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.PropertyName._achievement">
            <summary>
            Cached name for the '_achievement' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementHolder.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.MethodName.OnAchievementsChanged">
            <summary>
            Cached name for the 'OnAchievementsChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.PropertyName.ScrollLimitBottom">
            <summary>
            Cached name for the 'ScrollLimitBottom' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.PropertyName._achievementsContainer">
            <summary>
            Cached name for the '_achievementsContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.PropertyName._scrollbarPressed">
            <summary>
            Cached name for the '_scrollbarPressed' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.PropertyName._startDragPos">
            <summary>
            Cached name for the '_startDragPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.PropertyName._targetDragPos">
            <summary>
            Cached name for the '_targetDragPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.PropertyName._isDragging">
            <summary>
            Cached name for the '_isDragging' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NAchievementsGrid.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.CreateSection(System.String)">
            <summary>
            Helper function to create a Section in the StatsScreen.
            </summary>
            <param name="imgUrl"></param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.MethodName.LoadStats">
            <summary>
            Cached name for the 'LoadStats' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.MethodName.CreateSection">
            <summary>
            Cached name for the 'CreateSection' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.PropertyName._characterIcon">
            <summary>
            Cached name for the '_characterIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.PropertyName._statsContainer">
            <summary>
            Cached name for the '_statsContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.PropertyName._nameLabel">
            <summary>
            Cached name for the '_nameLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.PropertyName._unlocksLabel">
            <summary>
            Cached name for the '_unlocksLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.PropertyName._playtimeEntry">
            <summary>
            Cached name for the '_playtimeEntry' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.PropertyName._winLossEntry">
            <summary>
            Cached name for the '_winLossEntry' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.PropertyName._streakEntry">
            <summary>
            Cached name for the '_streakEntry' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NCharacterStats.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.CreateSection(System.String)">
            <summary>
            Helper function to create a Section in the StatsScreen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.MethodName.CreateSection">
            <summary>
            Cached name for the 'CreateSection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.MethodName.LoadStats">
            <summary>
            Cached name for the 'LoadStats' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.MethodName.SetupHoverTips">
            <summary>
            Cached name for the 'SetupHoverTips' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.PropertyName._gridContainer">
            <summary>
            Cached name for the '_gridContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.PropertyName._achievementsEntry">
            <summary>
            Cached name for the '_achievementsEntry' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.PropertyName._playtimeEntry">
            <summary>
            Cached name for the '_playtimeEntry' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.PropertyName._cardsEntry">
            <summary>
            Cached name for the '_cardsEntry' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.PropertyName._winLossEntry">
            <summary>
            Cached name for the '_winLossEntry' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.PropertyName._monsterEntry">
            <summary>
            Cached name for the '_monsterEntry' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.PropertyName._relicEntry">
            <summary>
            Cached name for the '_relicEntry' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.PropertyName._potionEntry">
            <summary>
            Cached name for the '_potionEntry' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.PropertyName._eventsEntry">
            <summary>
            Cached name for the '_eventsEntry' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.PropertyName._streakEntry">
            <summary>
            Cached name for the '_streakEntry' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.PropertyName._characterStatContainer">
            <summary>
            Cached name for the '_characterStatContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.PropertyName._screenTween">
            <summary>
            Cached name for the '_screenTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NGeneralStatsGrid.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NShareStatsButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NShareStatsButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NShareStatsButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NShareStatsButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NShareStatsButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NShareStatsButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NShareStatsButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NShareStatsButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NShareStatsButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NShareStatsButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NShareStatsButton.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NShareStatsButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NShareStatsButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NShareStatsButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NShareStatsButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NShareStatsButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NShareStatsButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.MethodName.SetTopText">
            <summary>
            Cached name for the 'SetTopText' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.MethodName.SetBottomText">
            <summary>
            Cached name for the 'SetBottomText' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.PropertyName._imgUrl">
            <summary>
            Cached name for the '_imgUrl' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.PropertyName._topLabel">
            <summary>
            Cached name for the '_topLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.PropertyName._bottomLabel">
            <summary>
            Cached name for the '_bottomLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.PropertyName._controllerFocusReticle">
            <summary>
            Cached name for the '_controllerFocusReticle' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatEntry.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.MethodName.OpenStatsMenu">
            <summary>
            Cached name for the 'OpenStatsMenu' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.MethodName.OpenAchievementsMenu">
            <summary>
            Cached name for the 'OpenAchievementsMenu' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.PropertyName._statsTabManager">
            <summary>
            Cached name for the '_statsTabManager' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.PropertyName._statsTab">
            <summary>
            Cached name for the '_statsTab' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.PropertyName._achievementsTab">
            <summary>
            Cached name for the '_achievementsTab' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.PropertyName._statsGrid">
            <summary>
            Cached name for the '_statsGrid' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.PropertyName._screenTween">
            <summary>
            Cached name for the '_screenTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsTabManager.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsTabManager.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsTabManager.MethodName.ResetTabs">
            <summary>
            Cached name for the 'ResetTabs' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsTabManager.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsTabManager.MethodName.SwitchToTab">
            <summary>
            Cached name for the 'SwitchToTab' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsTabManager.MethodName.UpdateControllerButton">
            <summary>
            Cached name for the 'UpdateControllerButton' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsTabManager.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsTabManager.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsTabManager.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsTabManager.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsTabManager.PropertyName._leftTriggerIcon">
            <summary>
            Cached name for the '_leftTriggerIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsTabManager.PropertyName._rightTriggerIcon">
            <summary>
            Cached name for the '_rightTriggerIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsTabManager.PropertyName._tabContainer">
            <summary>
            Cached name for the '_tabContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsTabManager.PropertyName._currentTab">
            <summary>
            Cached name for the '_currentTab' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsTabManager.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsTabManager.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsTabManager.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsTabManager.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsTabManager.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.StatsScreen.NStatsTabManager.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.EpochComparer">
            <summary>
            Used for sorting Epochs chronologically on the Timeline.
            Sorted whenever we reveal an Epoch.
            Useful for navigating between Epochs in the Inspect screen.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.EpochSlotState.Complete">
            <summary>
            The Epoch is revealed and the player has inspected it before.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.EpochSlotState.Obtained">
            <summary>
            The Epoch is obtained so the player is able to click on the slot in the Timeline to reveal/complete it!
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.EpochSlotState.NotObtained">
            <summary>
            This Epoch has never been obtained. Used to show empty slots, can be useful to communicate how to obtain the Epoch.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NAcknowledgeButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NAcknowledgeButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NAcknowledgeButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NAcknowledgeButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NAcknowledgeButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NAcknowledgeButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NAcknowledgeButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NAcknowledgeButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NAcknowledgeButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NAcknowledgeButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NAcknowledgeButton.PropertyName.ClickedSfx">
            <summary>
            Cached name for the 'ClickedSfx' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NAcknowledgeButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NAcknowledgeButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NAcknowledgeButton.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NAcknowledgeButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NAcknowledgeButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NAcknowledgeButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NAcknowledgeButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NAcknowledgeButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NAcknowledgeButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.MethodName.SetDirection">
            <summary>
            Cached name for the 'SetDirection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.PropertyName.ClickedSfx">
            <summary>
            Cached name for the 'ClickedSfx' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.PropertyName._isFacingRight">
            <summary>
            Cached name for the '_isFacingRight' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NChapterPaginateButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NCloseButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NCloseButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NCloseButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NCloseButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NCloseButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NCloseButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NCloseButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NCloseButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NCloseButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NCloseButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NCloseButton.PropertyName.ClickedSfx">
            <summary>
            Cached name for the 'ClickedSfx' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NCloseButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NCloseButton.PropertyName.ControllerIconHotkey">
            <summary>
            Cached name for the 'ControllerIconHotkey' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NCloseButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NCloseButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NCloseButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NCloseButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NCloseButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NCloseButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NCloseButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard">
            <summary>
            Visually represents an Epoch.
            Used when animating images of Epochs or when we have them float about in space when we unlock Epochs.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.SetToWigglyUnlockPreviewMode">
            <summary>
            Used by the Unlock Epoch Screen
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.MethodName.SetToWigglyUnlockPreviewMode">
            <summary>
            Cached name for the 'SetToWigglyUnlockPreviewMode' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.MethodName.GlowFlash">
            <summary>
            Cached name for the 'GlowFlash' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.PropertyName._glow">
            <summary>
            Cached name for the '_glow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.PropertyName._mask">
            <summary>
            Cached name for the '_mask' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.PropertyName._portrait">
            <summary>
            Cached name for the '_portrait' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.PropertyName._isHovered">
            <summary>
            Cached name for the '_isHovered' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.PropertyName._isHoverable">
            <summary>
            Cached name for the '_isHoverable' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.PropertyName._isHeld">
            <summary>
            Cached name for the '_isHeld' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.PropertyName._isWigglyUnlockPreviewMode">
            <summary>
            Cached name for the '_isWigglyUnlockPreviewMode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.PropertyName._glowTween">
            <summary>
            Cached name for the '_glowTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.PropertyName._targetScale">
            <summary>
            Cached name for the '_targetScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.PropertyName._time">
            <summary>
            Cached name for the '_time' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.PropertyName._noiseSpeed">
            <summary>
            Cached name for the '_noiseSpeed' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.PropertyName._noise">
            <summary>
            Cached name for the '_noise' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.PropertyName._denyTween">
            <summary>
            Cached name for the '_denyTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.PropertyName._transparencyTween">
            <summary>
            Cached name for the '_transparencyTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.PropertyName._scaleTween">
            <summary>
            Cached name for the '_scaleTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.PropertyName._blueGlowColor">
            <summary>
            Cached name for the '_blueGlowColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.PropertyName._goldGlowColor">
            <summary>
            Cached name for the '_goldGlowColor' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochCard.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen">
            <summary>
            The screen which opens when you click on an Epoch to view the bigger image + flavor text.
            Note that there are two UX for this screen. One for first time open (plays the animation of
            the text crawling in) and the second time open, which skips this animation.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.Open(MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot,MegaCrit.Sts2.Core.Timeline.EpochModel,System.Boolean)">
            <summary>
            If the Epoch was revealed, we go through a slightly different UX flow (more dramatic opening of screen, queue up unlocks, etc)
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.OpenViaPaginator(MegaCrit.Sts2.Core.Timeline.EpochModel)">
            <summary>
            The Epoch Inspect Screen was navigated to via the Chapter Navigator button.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.UnlockAnimation(MegaCrit.Sts2.Core.Timeline.EpochModel)">
            <summary>
            Is called when the player opens the Epoch inspect screen by clicking on a locked node in the Timeline.
            </summary>
            <param name="epoch"></param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.MethodName.HidePaginators">
            <summary>
            Cached name for the 'HidePaginators' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.MethodName.Close">
            <summary>
            Cached name for the 'Close' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.MethodName.UpdateShaderS">
            <summary>
            Cached name for the 'UpdateShaderS' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.MethodName.OnMouseReleased">
            <summary>
            Cached name for the 'OnMouseReleased' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.MethodName.SpeedUpTextAnimation">
            <summary>
            Cached name for the 'SpeedUpTextAnimation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.MethodName.NextChapter">
            <summary>
            Cached name for the 'NextChapter' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.MethodName.PrevChapter">
            <summary>
            Cached name for the 'PrevChapter' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.MethodName.RefreshChapterPaginators">
            <summary>
            Cached name for the 'RefreshChapterPaginators' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._closeButton">
            <summary>
            Cached name for the '_closeButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._portrait">
            <summary>
            Cached name for the '_portrait' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._portraitFlash">
            <summary>
            Cached name for the '_portraitFlash' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._mask">
            <summary>
            Cached name for the '_mask' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._chains">
            <summary>
            Cached name for the '_chains' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._portraitHsv">
            <summary>
            Cached name for the '_portraitHsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._fancyText">
            <summary>
            Cached name for the '_fancyText' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._storyLabel">
            <summary>
            Cached name for the '_storyLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._chapterLabel">
            <summary>
            Cached name for the '_chapterLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._closeLabel">
            <summary>
            Cached name for the '_closeLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._placeholderLabel">
            <summary>
            Cached name for the '_placeholderLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._nextChapterButton">
            <summary>
            Cached name for the '_nextChapterButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._prevChapterButton">
            <summary>
            Cached name for the '_prevChapterButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._unlockInfo">
            <summary>
            Cached name for the '_unlockInfo' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._hasStory">
            <summary>
            Cached name for the '_hasStory' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._wasRevealed">
            <summary>
            Cached name for the '_wasRevealed' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._prevChapterButtonOffsetX">
            <summary>
            Cached name for the '_prevChapterButtonOffsetX' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._nextChapterButtonOffsetX">
            <summary>
            Cached name for the '_nextChapterButtonOffsetX' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._maskOffsetX">
            <summary>
            Cached name for the '_maskOffsetX' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._maskOffsetY">
            <summary>
            Cached name for the '_maskOffsetY' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._closeButtonY">
            <summary>
            Cached name for the '_closeButtonY' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._unlockTween">
            <summary>
            Cached name for the '_unlockTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._buttonTween">
            <summary>
            Cached name for the '_buttonTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.PropertyName._textTween">
            <summary>
            Cached name for the '_textTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochInspectScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochPaginateButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochPaginateButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochPaginateButton.PropertyName.ClickedSfx">
            <summary>
            Cached name for the 'ClickedSfx' property.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochPaginateButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochPaginateButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochPaginateButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochPaginateButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochPaginateButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochReminderText.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochReminderText.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochReminderText.MethodName.AnimateIn">
            <summary>
            Cached name for the 'AnimateIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochReminderText.MethodName.AnimateOut">
            <summary>
            Cached name for the 'AnimateOut' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochReminderText.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochReminderText.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochReminderText.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochReminderText.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochReminderText.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochReminderText.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochReminderText.PropertyName._vfxHolder">
            <summary>
            Cached name for the '_vfxHolder' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochReminderText.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochReminderText.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochReminderText.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochReminderText.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochReminderText.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochReminderText.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.RevealEpoch">
            <summary>
            Called when the player clicks on a glowing + locked slot!
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.SpawnSlot">
            <summary>
            Called when this slot is spawned in via Timeline Expansion OR your very first time opening the Timeline.
            Has a fun animation.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.MethodName.RevealEpoch">
            <summary>
            Cached name for the 'RevealEpoch' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.MethodName.DisableHighlight">
            <summary>
            Cached name for the 'DisableHighlight' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.MethodName.EnableHighlight">
            <summary>
            Cached name for the 'EnableHighlight' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.MethodName.SetState">
            <summary>
            Cached name for the 'SetState' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.MethodName.UpdateShaderS">
            <summary>
            Cached name for the 'UpdateShaderS' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.MethodName.UpdateShaderV">
            <summary>
            Cached name for the 'UpdateShaderV' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.MethodName.UpdateBlurLod">
            <summary>
            Cached name for the 'UpdateBlurLod' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName.ClickedSfx">
            <summary>
            Cached name for the 'ClickedSfx' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName.HoveredSfx">
            <summary>
            Cached name for the 'HoveredSfx' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName.State">
            <summary>
            Cached name for the 'State' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName.HasSpawned">
            <summary>
            Cached name for the 'HasSpawned' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName._slotImage">
            <summary>
            Cached name for the '_slotImage' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName._portrait">
            <summary>
            Cached name for the '_portrait' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName._chains">
            <summary>
            Cached name for the '_chains' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName._blurPortrait">
            <summary>
            Cached name for the '_blurPortrait' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName._outline">
            <summary>
            Cached name for the '_outline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName._blur">
            <summary>
            Cached name for the '_blur' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName._blurShader">
            <summary>
            Cached name for the '_blurShader' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName._selectionReticle">
            <summary>
            Cached name for the '_selectionReticle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName._offscreenVfx">
            <summary>
            Cached name for the '_offscreenVfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName._highlightVfx">
            <summary>
            Cached name for the '_highlightVfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName._subViewportContainer">
            <summary>
            Cached name for the '_subViewportContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName._subViewport">
            <summary>
            Cached name for the '_subViewport' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName._isGlowPulsing">
            <summary>
            Cached name for the '_isGlowPulsing' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName._isComplete">
            <summary>
            Cached name for the '_isComplete' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName._isHovered">
            <summary>
            Cached name for the '_isHovered' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName._era">
            <summary>
            Cached name for the '_era' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName.eraPosition">
            <summary>
            Cached name for the 'eraPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName._glowTween">
            <summary>
            Cached name for the '_glowTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName._spawnTween">
            <summary>
            Cached name for the '_spawnTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEpochSlot.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn">
            <summary>
            Represents a single column in the Timeline.
            Node which has a list of NEpochSlots, an Era icon, its name, and year.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.Init(MegaCrit.Sts2.Core.Timeline.EpochSlotData)">
            <summary>
            Creates this Era Column and also the first slot for it
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.SpawnSlots(System.Boolean)">
            <summary>
            Epoch slot pop-up effect!
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.SetPredictedPosition(Godot.Vector2)">
            <summary>
            Cache the position of where we predict the Position this column will be.
            There's no way to forcefully refresh the layout in Godot so PredictHBoxLayout()
            was created and that passes in the expected position.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.RectChange">
            <summary>
            Behold the hack. Every time this Node's size is updated we force the position to be where it should.
            Note that this is called several times per frame as many children are added to the list of columns
            so the _isAnimated bool is actually disabled next frame.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.MethodName.SpawnIcon">
            <summary>
            Cached name for the 'SpawnIcon' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.MethodName.SetPredictedPosition">
            <summary>
            Cached name for the 'SetPredictedPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.MethodName.RectChange">
            <summary>
            Cached name for the 'RectChange' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.PropertyName._name">
            <summary>
            Cached name for the '_name' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.PropertyName._year">
            <summary>
            Cached name for the '_year' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.PropertyName._iconTween">
            <summary>
            Cached name for the '_iconTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.PropertyName._labelTween">
            <summary>
            Cached name for the '_labelTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.PropertyName._labelSpawned">
            <summary>
            Cached name for the '_labelSpawned' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.PropertyName.era">
            <summary>
            Cached name for the 'era' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.PropertyName._prevLocalPos">
            <summary>
            Cached name for the '_prevLocalPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.PropertyName._prevGlobalPos">
            <summary>
            Cached name for the '_prevGlobalPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.PropertyName._predictedPosition">
            <summary>
            Cached name for the '_predictedPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.PropertyName._targetPosition">
            <summary>
            Cached name for the '_targetPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.PropertyName._isAnimated">
            <summary>
            Cached name for the '_isAnimated' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NResetProgressButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NResetProgressButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NResetProgressButton.MethodName.OnMouseExited">
            <summary>
            Cached name for the 'OnMouseExited' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NResetProgressButton.MethodName.OnMouseEntered">
            <summary>
            Cached name for the 'OnMouseEntered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NResetProgressButton.MethodName.OnGuiInput">
            <summary>
            Cached name for the 'OnGuiInput' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NResetProgressButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NResetProgressButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NResetProgressButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NResetProgressButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NResetProgressButton.PropertyName._disclaimer">
            <summary>
            Cached name for the '_disclaimer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NResetProgressButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NResetProgressButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NResetProgressButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NResetProgressButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NResetProgressButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NResetProgressButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer">
            <summary>
            The slots container intercepts inputs and transforms its child node "WhatsMoved" we do this because if this Node is moved too much we can't intercept GUI inputs and such.
            We could probably bypass this by using _Input oops. Whatever.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.ProcessPanEvent(Godot.InputEvent)">
            <summary>
            Processes clicking and dragging the screen horizontally.
            </summary>
            <param name="inputEvent"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.ProcessScrollEvent(Godot.InputEvent)">
            <summary>
            Processes mouse wheel to zoom in and out of the Timeline screen.
            </summary>
            <param name="inputEvent"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.LerpToSlot(System.Single)">
            <summary>
            When the Timeline is opened, if there are Epochs the game will automatically center to the closest one.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.MethodName._GuiInput">
            <summary>
            Cached name for the '_GuiInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.MethodName.ProcessPanEvent">
            <summary>
            Cached name for the 'ProcessPanEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.MethodName.ProcessGuiFocus">
            <summary>
            Cached name for the 'ProcessGuiFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.MethodName.ProcessScrollEvent">
            <summary>
            Cached name for the 'ProcessScrollEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.MethodName.OnToggleVisibility">
            <summary>
            Cached name for the 'OnToggleVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.MethodName.Reset">
            <summary>
            Cached name for the 'Reset' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.MethodName.SetEnabled">
            <summary>
            Cached name for the 'SetEnabled' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.PropertyName.GetInitX">
            <summary>
            Cached name for the 'GetInitX' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.PropertyName._whatsMoved">
            <summary>
            Cached name for the '_whatsMoved' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.PropertyName._dragStartPosition">
            <summary>
            Cached name for the '_dragStartPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.PropertyName._targetPosition">
            <summary>
            Cached name for the '_targetPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.PropertyName._isDragging">
            <summary>
            Cached name for the '_isDragging' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.PropertyName._epochSlots">
            <summary>
            Cached name for the '_epochSlots' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NSlotsContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineLineMask.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineLineMask.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineLineMask.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineLineMask.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineLineMask.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineLineMask.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineLineMask.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineLineMask.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineLineMask.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen">
            <summary>
            The Timeline screen allows players to reveal Epochs they've obtained to see lore and unlock content.
            When accessed:
             1. Load progress data
             2. Set up the Epoch slots
             3. Control screen state logic for the SingleEpochViewScreen and UnlockScreen
             4. Play any bespoke animations for Timeline expansion, etc
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.Instance">
            <summary>
            This is a convenience reference for static access and avoiding re-initialization and NOT a Singleton.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.FirstTimeLogic">
            <summary>
            Only called the first time you enter the Timeline (hence the name).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.SpawnFirstTimeTimeline">
            <summary>
            Called from NTimelineTutorial once the player completes it.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.InitScreen">
            <summary>
            Called every time this screen is opened.
            The Timeline is recreated from the save file each time.
            NOTE: If you're opening the screen for the first time,
            FirstTimeLogic() is called instead.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.NavigateToRevealableSlot">
            <summary>
            When the Timeline is opened, if there is an epoch to unlock, we lerp to it.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.AddEpochSlots(System.Collections.Generic.List{MegaCrit.Sts2.Core.Timeline.EpochSlotData},System.Boolean)">
            <summary>
            Creates Epoch slots and the Era columns required to hold them.
            This is called both when opening the screen and for Timeline expansion events (isAnimated).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.PredictHBoxLayout(Godot.HBoxContainer)">
            <summary>
            Exists solely to calculate the expected position for a column during timeline expansion.
            This position is cached to prevent a 1 frame flicker of moving columns when the Timeline expands.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.GrowTimelineAndAddEraIcons(System.Collections.Generic.List{MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn})">
            <summary>
            Called whenever we add new epoch slots to this screen.
            Expands the Timeline "line" and pops in the new Era icons if applicable.
            </summary>
            <param name="newlyCreatedColumns"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.InitLineAndIcons(System.Collections.Generic.List{MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NEraColumn})">
            <summary>
            This is the non-animated version of GrowTimelineAndAddEraIcons()
            </summary>
            <param name="newlyCreatedColumns"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.GetEraIcon(MegaCrit.Sts2.Core.Timeline.EpochEra)">
            <summary>
            Lookup table to get the icon and name associated with a given EpochEra.
            Utilizes Tuples. Fancy.
            </summary>
            <param name="era"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.QueueMiscUnlock(System.String)">
            <summary>
            Misc unlock screens just show "text"
            </summary>
            <param name="text"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.QueueCharacterUnlock``1(MegaCrit.Sts2.Core.Timeline.EpochModel)">
            <summary>
            Character unlock screen shows text and the idle animation of the character
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.QueueCardUnlock(System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Models.CardModel})">
            <summary>
            Used by EpochModels to queue up a "Card Unlock Screen".
            See: IroncladUnlock1Epoch.cs
            </summary>
            <param name="cards"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.QueueRelicUnlock(System.Collections.Generic.List{MegaCrit.Sts2.Core.Models.RelicModel})">
            <summary>
            Used by EpochModels to queue up a "Relic Unlock Screen".
            See: Silent3Epoch.cs
            </summary>
            <param name="relics"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.QueuePotionUnlock(System.Collections.Generic.List{MegaCrit.Sts2.Core.Models.PotionModel})">
            <summary>
            Used by EpochModels to queue up a "Potion Unlock Screen".
            </summary>
            <param name="potions"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.SetScreenDraggability">
            <summary>
            Allows the user to pan the screen left/right if there are 4+ Epochs
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.ShowBackstopAndHideUi">
            <summary>
            Called when we open an Epoch Inspect screen.
            Because the backstop is transparent we do some fancy trickery.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.HideBackstopAndShowUi(System.Boolean)">
            <summary>
            Called when we close the Epoch Inspect screen.
            </summary>
            <param name="showBackButton"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.ShowHeaderAndActionsUi">
            <summary>
            Animates in the Header and Actions Available UI.
            Called during the first timeline expansion or on screen open (if any Epochs are slotted)
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.ResetScreen">
            <summary>
            Resets all vars and nodes on this screen. Used when players back out to main menu and reopen this screen.
            While less safe than destroying and recreating the scene, it's more efficient.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName.OnSubmenuOpened">
            <summary>
            Cached name for the 'OnSubmenuOpened' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName.OnSubmenuClosed">
            <summary>
            Cached name for the 'OnSubmenuClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName.OnSubmenuShown">
            <summary>
            Cached name for the 'OnSubmenuShown' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName.OnSubmenuHidden">
            <summary>
            Cached name for the 'OnSubmenuHidden' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName.OnBackButtonPressed">
            <summary>
            Cached name for the 'OnBackButtonPressed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName.GetEraTexturePath">
            <summary>
            Cached name for the 'GetEraTexturePath' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName.GetSlot">
            <summary>
            Cached name for the 'GetSlot' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName.OpenInspectScreen">
            <summary>
            Cached name for the 'OpenInspectScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName.QueueMiscUnlock">
            <summary>
            Cached name for the 'QueueMiscUnlock' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName.SetScreenDraggability">
            <summary>
            Cached name for the 'SetScreenDraggability' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName.ShowBackstopAndHideUi">
            <summary>
            Cached name for the 'ShowBackstopAndHideUi' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName.OpenQueuedScreen">
            <summary>
            Cached name for the 'OpenQueuedScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName.IsScreenQueued">
            <summary>
            Cached name for the 'IsScreenQueued' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName.IsInspectScreenQueued">
            <summary>
            Cached name for the 'IsInspectScreenQueued' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName.ShowHeaderAndActionsUi">
            <summary>
            Cached name for the 'ShowHeaderAndActionsUi' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName.DisableInput">
            <summary>
            Cached name for the 'DisableInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName.EnableInput">
            <summary>
            Cached name for the 'EnableInput' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName.RefreshBackButton">
            <summary>
            Cached name for the 'RefreshBackButton' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName.ResetScreen">
            <summary>
            Cached name for the 'ResetScreen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.MethodName.GetReminderVfxHolder">
            <summary>
            Cached name for the 'GetReminderVfxHolder' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.PropertyName.CurrentUnlockScreen">
            <summary>
            Cached name for the 'CurrentUnlockScreen' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.PropertyName.InitialFocusedControl">
            <summary>
            Cached name for the 'InitialFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.PropertyName._inspectScreen">
            <summary>
            Cached name for the '_inspectScreen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.PropertyName._reminderText">
            <summary>
            Cached name for the '_reminderText' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.PropertyName._reminderVfxHolder">
            <summary>
            Cached name for the '_reminderVfxHolder' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.PropertyName._backstop">
            <summary>
            Cached name for the '_backstop' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.PropertyName._inputBlocker">
            <summary>
            Cached name for the '_inputBlocker' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.PropertyName._lineContainer">
            <summary>
            Cached name for the '_lineContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.PropertyName._line">
            <summary>
            Cached name for the '_line' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.PropertyName._epochSlotContainer">
            <summary>
            Cached name for the '_epochSlotContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.PropertyName._slotsContainer">
            <summary>
            Cached name for the '_slotsContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.PropertyName._backButton">
            <summary>
            Cached name for the '_backButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.PropertyName._unlockScreenHolder">
            <summary>
            Cached name for the '_unlockScreenHolder' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.PropertyName._tutorial">
            <summary>
            Cached name for the '_tutorial' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.PropertyName._isUiVisible">
            <summary>
            Cached name for the '_isUiVisible' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.PropertyName._queuedInspectScreen">
            <summary>
            Cached name for the '_queuedInspectScreen' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.PropertyName._lineGrowTween">
            <summary>
            Cached name for the '_lineGrowTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.PropertyName._backstopTween">
            <summary>
            Cached name for the '_backstopTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineTutorial.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineTutorial.MethodName.Init">
            <summary>
            Cached name for the 'Init' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineTutorial.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineTutorial.MethodName.CloseTutorial">
            <summary>
            Cached name for the 'CloseTutorial' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineTutorial.MethodName.AnimateTutorial">
            <summary>
            Cached name for the 'AnimateTutorial' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineTutorial.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineTutorial.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineTutorial.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineTutorial.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineTutorial.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineTutorial.PropertyName._text">
            <summary>
            Cached name for the '_text' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineTutorial.PropertyName._acknowledgeButton">
            <summary>
            Cached name for the '_acknowledgeButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineTutorial.PropertyName._timeline">
            <summary>
            Cached name for the '_timeline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineTutorial.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineTutorial.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineTutorial.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineTutorial.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineTutorial.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineTutorial.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NTimelineTutorial.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockConfirmButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockConfirmButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockConfirmButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockConfirmButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockConfirmButton.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockConfirmButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockConfirmButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockConfirmButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockConfirmButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockConfirmButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockConfirmButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockConfirmButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockConfirmButton.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockConfirmButton.PropertyName._hoverTween">
            <summary>
            Cached name for the '_hoverTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockConfirmButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockConfirmButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockConfirmButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockConfirmButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockConfirmButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockConfirmButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockInfo">
            <summary>
            The screen which opens when you click on an Epoch to view the bigger image + flavor text.
            Note that there are two UX for this screen. One for first time open (plays the animation of
            the text crawling in) and the second time open, which skips this animation.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockInfo.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockInfo.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockInfo.MethodName.HideImmediately">
            <summary>
            Cached name for the 'HideImmediately' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockInfo.MethodName.AnimIn">
            <summary>
            Cached name for the 'AnimIn' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockInfo.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockInfo.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockInfo.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockInfo.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockInfo.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockInfo.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockInfo.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockInfo.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockInfo.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockInfo.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockInfo.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockInfo.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.NUnlockInfo.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen">
            <summary>
            Unlock screen which reveals which cards you unlocked after slotting an Epoch.
            We want to let players know that these cards show up on future runs and
            allow them to inspect each card.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen.MethodName.Open">
            <summary>
            Cached name for the 'Open' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen.MethodName.OnScreenPreClose">
            <summary>
            Cached name for the 'OnScreenPreClose' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen.MethodName.OnScreenClose">
            <summary>
            Cached name for the 'OnScreenClose' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen.PropertyName._cardRow">
            <summary>
            Cached name for the '_cardRow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen.PropertyName._banner">
            <summary>
            Cached name for the '_banner' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen.PropertyName._cardTween">
            <summary>
            Cached name for the '_cardTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCardsScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen">
            <summary>
            Unlock screen which appears after unlocking any new character
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen.MethodName.Open">
            <summary>
            Cached name for the 'Open' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen.MethodName.OnScreenPreClose">
            <summary>
            Cached name for the 'OnScreenPreClose' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen.MethodName.OnScreenClose">
            <summary>
            Cached name for the 'OnScreenClose' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen.PropertyName._topLabel">
            <summary>
            Cached name for the '_topLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen.PropertyName._bottomLabel">
            <summary>
            Cached name for the '_bottomLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen.PropertyName._spineAnchor">
            <summary>
            Cached name for the '_spineAnchor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen.PropertyName._creatureVisuals">
            <summary>
            Cached name for the '_creatureVisuals' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen.PropertyName._rareGlow">
            <summary>
            Cached name for the '_rareGlow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockCharacterScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockEpochScreen">
            <summary>
            Unlock screen which appears after you place the first Epoch and you unlock the three Epochs:
            Neow, Silent, and Regent Epochs. Used during Timeline Expansion One (slotting Ironclad Enters) and after you slot your fourth Epoch.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockEpochScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockEpochScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockEpochScreen.MethodName.Open">
            <summary>
            Cached name for the 'Open' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockEpochScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockEpochScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockEpochScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockEpochScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockEpochScreen.PropertyName._cardFlyTween">
            <summary>
            Cached name for the '_cardFlyTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockEpochScreen.PropertyName._infoLabel">
            <summary>
            Cached name for the '_infoLabel' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockEpochScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockEpochScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockEpochScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockEpochScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockEpochScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockEpochScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockMiscScreen">
            <summary>
            Unlock screen which appears after you place the first Epoch and you unlock the three Epochs:
            Neow, Silent, and Regent Epochs. Only used in one place lol.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockMiscScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockMiscScreen.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockMiscScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockMiscScreen.MethodName.Open">
            <summary>
            Cached name for the 'Open' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockMiscScreen.MethodName.SetUnlocks">
            <summary>
            Cached name for the 'SetUnlocks' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockMiscScreen.MethodName.OnScreenPreClose">
            <summary>
            Cached name for the 'OnScreenPreClose' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockMiscScreen.MethodName.OnScreenClose">
            <summary>
            Cached name for the 'OnScreenClose' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockMiscScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockMiscScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockMiscScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockMiscScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockMiscScreen.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockMiscScreen.PropertyName._textToSet">
            <summary>
            Cached name for the '_textToSet' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockMiscScreen.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockMiscScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockMiscScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockMiscScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockMiscScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockMiscScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockMiscScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockPotionsScreen">
            <summary>
            Unlock screen which reveals which potions you unlocked after slotting an Epoch.
            We want to let players know that these potions show up on future runs and
            allow them to inspect each potions.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockPotionsScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockPotionsScreen.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockPotionsScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockPotionsScreen.MethodName.Open">
            <summary>
            Cached name for the 'Open' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockPotionsScreen.MethodName.OnScreenClose">
            <summary>
            Cached name for the 'OnScreenClose' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockPotionsScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockPotionsScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockPotionsScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockPotionsScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockPotionsScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockPotionsScreen.PropertyName._potionRow">
            <summary>
            Cached name for the '_potionRow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockPotionsScreen.PropertyName._banner">
            <summary>
            Cached name for the '_banner' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockPotionsScreen.PropertyName._potionTween">
            <summary>
            Cached name for the '_potionTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockPotionsScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockPotionsScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockPotionsScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockPotionsScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockPotionsScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockPotionsScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockRelicsScreen">
            <summary>
            Unlock screen which reveals which relics you unlocked after slotting an Epoch.
            We want to let players know that these relics show up on future runs and
            allow them to inspect each relic.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockRelicsScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockRelicsScreen.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockRelicsScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockRelicsScreen.MethodName.Open">
            <summary>
            Cached name for the 'Open' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockRelicsScreen.MethodName.OnScreenClose">
            <summary>
            Cached name for the 'OnScreenClose' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockRelicsScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockRelicsScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockRelicsScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockRelicsScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockRelicsScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockRelicsScreen.PropertyName._relicRow">
            <summary>
            Cached name for the '_relicRow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockRelicsScreen.PropertyName._banner">
            <summary>
            Cached name for the '_banner' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockRelicsScreen.PropertyName._relicTween">
            <summary>
            Cached name for the '_relicTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockRelicsScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockRelicsScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockRelicsScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockRelicsScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockRelicsScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockRelicsScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockScreen">
            <summary>
            Abstract class of the Unlock Screens. Used for general animation and some logistics required for the Timeline Screen.
            All Unlock Screens in the Timeline must use this!
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockScreen.Open">
            <summary>
            Useful for UI stuff because this Node is in the Scene so the positions are accurate.
            See: NUnlockEpochScreen where we animate the Epochs on screen open!
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockScreen.MethodName.ConnectSignals">
            <summary>
            Cached name for the 'ConnectSignals' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockScreen.MethodName.Open">
            <summary>
            Cached name for the 'Open' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockScreen.MethodName.OnScreenPreClose">
            <summary>
            Cached name for the 'OnScreenPreClose' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockScreen.MethodName.OnScreenClose">
            <summary>
            Cached name for the 'OnScreenClose' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockScreen.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockScreen.PropertyName._unlockConfirmButton">
            <summary>
            Cached name for the '_unlockConfirmButton' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockScreen.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockScreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockScreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockScreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockTimelineScreen">
            <summary>
            Unlock screen which isn't really a screen but just an animation.
            Extends NUnlockScreen so it supports queueing it up like the other unlocks on the TimelineScreen.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockTimelineScreen._Ready">
            <summary>
            Empty _Ready() function so we don't initialize the Confirm button like other unlock screens.
            Better ways to handle but w/e.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockTimelineScreen.SetUnlocks(System.Collections.Generic.List{MegaCrit.Sts2.Core.Timeline.EpochSlotData})">
            <summary>
            Set which era slots are unlocked when this "screen" is triggered.
            </summary>
            <param name="eras"></param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockTimelineScreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockTimelineScreen.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockTimelineScreen.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockTimelineScreen.MethodName.Open">
            <summary>
            Cached name for the 'Open' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockTimelineScreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockTimelineScreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockTimelineScreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockTimelineScreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockTimelineScreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockTimelineScreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.Timeline.UnlockScreens.NUnlockTimelineScreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage">
            <summary>
            Image of a literal hand.
            This name is kind of wonky because it's definitely not the same as NPlayerHand.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.SetIsInFight(System.Boolean)">
            <summary>
            If true: Z-indexes hand to 1 so that they appear above the fight backdrop, modulates them to white regardless of
            whether they belong to the local player, and adjusts their pivot in preparation for throwing RPS moves.
            If false: undoes all the above.
            </summary>
            <param name="inFight"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.SetFrozenForRelicAwards(System.Boolean)">
            <summary>
            If true is passed, stops the hand from following the mouse cursor (local or remote), and tweens the hand towards
            the edge of the screen.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.DoFightMove(MegaCrit.Sts2.Core.Entities.TreasureRelicPicking.RelicPickingFightMove,System.Single)">
            <summary>
            Emulates a person throwing a rock-paper-scissors move; that is, the hand shakes three times, then shows an image
            that looks like a fist, a peace sign, or a hand with all fingers spread.
            </summary>
            <param name="move">The RPS move to show.</param>
            <param name="duration">How long, in total, the three shakes should take to animate.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.SetPointingPosition(Godot.Vector2)">
            <summary>
            Sets the position at which the hand will point.
            If SetFrozenForRelicAwards has been called with true, then this does nothing.
            </summary>
            <param name="position"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.AnimateAway">
            <summary>
            Called after relic picking is done and the hand should go away.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.AnimateIn">
            <summary>
            Called when the hand is shown and we should animate it in from off-screen.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.SetIsDown(System.Boolean)">
            <summary>
            Does a small tween: scale down if true, scale up if false.
            Should be called when the left mouse button (local or remote) is pressed down.
            </summary>
            <param name="isDown"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.DoLoseShake(System.Single)">
            <summary>
            Shakes the hand very dramatically and fades it out.
            </summary>
            <param name="duration">The amount of time to shake and fade.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.GrabRelic(MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder)">
            <summary>
            Does a tween that looks like the hand is grabbing the holder.
            After the tween is complete, the holder will be parented to the hand.
            </summary>
            <param name="holder">The relic holder to grab.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.SetSkipped">
            <summary>
            Sets hand to fist.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.SetAnimateInProgress(System.Single)">
            <summary>
            Sets the progress of the slide-in animation, from 0 to 1.
            This should be used when the treasure room is opened for the first time, so that the hands do not immediately
            spawn on-screen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.MethodName.SetIsInFight">
            <summary>
            Cached name for the 'SetIsInFight' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.MethodName.SetFrozenForRelicAwards">
            <summary>
            Cached name for the 'SetFrozenForRelicAwards' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.MethodName.DoFightMove">
            <summary>
            Cached name for the 'DoFightMove' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.MethodName.SetTextureToFightMove">
            <summary>
            Cached name for the 'SetTextureToFightMove' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.MethodName.SetPointingPosition">
            <summary>
            Cached name for the 'SetPointingPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.MethodName.AnimateAway">
            <summary>
            Cached name for the 'AnimateAway' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.MethodName.AnimateIn">
            <summary>
            Cached name for the 'AnimateIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.MethodName.SetIsDown">
            <summary>
            Cached name for the 'SetIsDown' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.MethodName.SetSkipped">
            <summary>
            Cached name for the 'SetSkipped' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.MethodName.SetAnimateInProgress">
            <summary>
            Cached name for the 'SetAnimateInProgress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.PropertyName.Index">
            <summary>
            Cached name for the 'Index' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.PropertyName.IsDown">
            <summary>
            Cached name for the 'IsDown' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.PropertyName.IsShown">
            <summary>
            Cached name for the 'IsShown' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.PropertyName._grabMarker">
            <summary>
            Cached name for the '_grabMarker' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.PropertyName._textureRect">
            <summary>
            Cached name for the '_textureRect' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.PropertyName._currentVelocity">
            <summary>
            Cached name for the '_currentVelocity' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.PropertyName._desiredPosition">
            <summary>
            Cached name for the '_desiredPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.PropertyName._downTween">
            <summary>
            Cached name for the '_downTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.PropertyName._state">
            <summary>
            Cached name for the '_state' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.PropertyName._isInFight">
            <summary>
            Cached name for the '_isInFight' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.PropertyName._originalPosition">
            <summary>
            Cached name for the '_originalPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.PropertyName._handAnimateInProgress">
            <summary>
            Cached name for the '_handAnimateInProgress' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImage.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection">
            <summary>
            Spawns hand images at the treasure room relic picking screen.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.BeforeRelicsAwarded">
            <summary>
            Animates hands to a neutral space near the edges of the screen.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.BeforeFightStarted(System.Collections.Generic.List{MegaCrit.Sts2.Core.Entities.Players.Player})">
            <summary>
            Z-indexes hands to 1 so that they appear above the fight backdrop, modulates them to white regardless of whether
            they belong to the local player, and adjusts their pivot in preparation for throwing RPS moves.
            Note that should happen before DoFight is called, because the hands should already be z-index up as the fight
            backdrop starts fading in.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.AnimateHandsIn">
            <summary>
            Animates the hands in just before the relic picking finishes.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.DoFight(MegaCrit.Sts2.Core.Entities.TreasureRelicPicking.RelicPickingResult,MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder)">
            <summary>
            Animates the results of a relic picking fight.
            result.type must be FoughtOver, and result.fight must be non-null.
            </summary>
            <param name="result">The relic fight to animate.</param>
            <param name="holder">The relic holder that is displaying result.relic.</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.MethodName.OnInputStateAdded">
            <summary>
            Cached name for the 'OnInputStateAdded' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.MethodName.OnInputStateRemoved">
            <summary>
            Cached name for the 'OnInputStateRemoved' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.MethodName.AddHand">
            <summary>
            Cached name for the 'AddHand' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.MethodName.OnInputStateChanged">
            <summary>
            Cached name for the 'OnInputStateChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.MethodName.ProcessGuiFocus">
            <summary>
            Cached name for the 'ProcessGuiFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.MethodName.GetHand">
            <summary>
            Cached name for the 'GetHand' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.MethodName.RemoveHand">
            <summary>
            Cached name for the 'RemoveHand' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.MethodName.UpdateHandVisibility">
            <summary>
            Cached name for the 'UpdateHandVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.MethodName.BeforeRelicsAwarded">
            <summary>
            Cached name for the 'BeforeRelicsAwarded' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.MethodName.AnimateHandsIn">
            <summary>
            Cached name for the 'AnimateHandsIn' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.PropertyName._handAnimateInProgress">
            <summary>
            Cached name for the '_handAnimateInProgress' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NHandImageCollection.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection">
            <summary>
            Selection screen for relics at the treasure room screen.
            In singleplayer, this just shows one relic. In multiplayer, this shows multiple relics and handles animation that
            occurs after all players select a relic.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.InitializeRelics">
            <summary>
            Initialize the relic display.
            This can't get called in _Ready because RelicPickingSynchronizer.BeginRelicPicking has not been called by then.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.RelicPickingBegan">
            <summary>
            Await this to know when relic picking begins.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.RelicPickingFinished">
            <summary>
            Await this to know when to hide the screen.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.AnimIn(Godot.Node)">
            <summary>
            Animates in the relic collection.
            </summary>
            <param name="chestVisual">Chest visual to fade out.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.AnimOut(Godot.Node)">
            <summary>
            Animates out the relic collection, after relic picking is done.
            </summary>
            <param name="chestVisual">Chest visual to fade back in.</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.MethodName.InitializeRelics">
            <summary>
            Cached name for the 'InitializeRelics' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.MethodName.SpawnEmptyChestVfx">
            <summary>
            Cached name for the 'SpawnEmptyChestVfx' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.MethodName.SetSelectionEnabled">
            <summary>
            Cached name for the 'SetSelectionEnabled' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.MethodName.AnimIn">
            <summary>
            Cached name for the 'AnimIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.MethodName.AnimOut">
            <summary>
            Cached name for the 'AnimOut' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.MethodName.PickRelic">
            <summary>
            Cached name for the 'PickRelic' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.MethodName.RefreshVotes">
            <summary>
            Cached name for the 'RefreshVotes' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.PropertyName.SingleplayerRelicHolder">
            <summary>
            Cached name for the 'SingleplayerRelicHolder' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.PropertyName.DefaultFocusedControl">
            <summary>
            Cached name for the 'DefaultFocusedControl' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.PropertyName._fightBackstop">
            <summary>
            Cached name for the '_fightBackstop' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.PropertyName._fightLabel">
            <summary>
            Cached name for the '_fightLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.PropertyName._emptyVfxTween">
            <summary>
            Cached name for the '_emptyVfxTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.PropertyName._hands">
            <summary>
            Cached name for the '_hands' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.PropertyName._openedTicks">
            <summary>
            Cached name for the '_openedTicks' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.PropertyName._isEmptyChest">
            <summary>
            Cached name for the '_isEmptyChest' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicCollection.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.MethodName.AnimateAwayVotes">
            <summary>
            Cached name for the 'AnimateAwayVotes' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.PropertyName.Index">
            <summary>
            Cached name for the 'Index' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.PropertyName.VoteContainer">
            <summary>
            Cached name for the 'VoteContainer' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.PropertyName.Relic">
            <summary>
            Cached name for the 'Relic' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.PropertyName._uncommonGlow">
            <summary>
            Cached name for the '_uncommonGlow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.PropertyName._rareGlow">
            <summary>
            Cached name for the '_rareGlow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.PropertyName._animatedIn">
            <summary>
            Cached name for the '_animatedIn' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.PropertyName._initTween">
            <summary>
            Cached name for the '_initTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Screens.TreasureRoomRelic.NTreasureRoomRelicHolder.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.TopBar.NRunTimer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NRunTimer.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NRunTimer.MethodName.DeferredInit">
            <summary>
            Cached name for the 'DeferredInit' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NRunTimer.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NRunTimer.MethodName.RefreshVisibility">
            <summary>
            Cached name for the 'RefreshVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NRunTimer.MethodName.ToggleTimer">
            <summary>
            Cached name for the 'ToggleTimer' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NRunTimer.MethodName.OnTimerTimeout">
            <summary>
            Cached name for the 'OnTimerTimeout' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NRunTimer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NRunTimer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NRunTimer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.TopBar.NRunTimer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NRunTimer.PropertyName._timerLabel">
            <summary>
            Cached name for the '_timerLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NRunTimer.PropertyName._timer">
            <summary>
            Cached name for the '_timer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NRunTimer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NRunTimer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NRunTimer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NRunTimer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NRunTimer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.TopBar.NRunTimer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.MethodName.InitTopBarButton">
            <summary>
            Cached name for the 'InitTopBarButton' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.MethodName.OnPress">
            <summary>
            Cached name for the 'OnPress' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.MethodName.OnEnable">
            <summary>
            Cached name for the 'OnEnable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.MethodName.OnDisable">
            <summary>
            Cached name for the 'OnDisable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.MethodName.UpdateScreenOpen">
            <summary>
            Cached name for the 'UpdateScreenOpen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.MethodName.OnScreenClosed">
            <summary>
            Cached name for the 'OnScreenClosed' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.MethodName.CancelAnimations">
            <summary>
            Cached name for the 'CancelAnimations' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.MethodName.IsOpen">
            <summary>
            Cached name for the 'IsOpen' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.PropertyName.IsScreenOpen">
            <summary>
            Cached name for the 'IsScreenOpen' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton._Process(System.Double)">
            <summary>
            Animates rocking back and forth
            </summary>
            <param name="delta"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.ToggleAnimState">
            <summary>
            Toggles the anim state of this button.
            Utilized when an external UI (ie BackButton) closes this screen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.MethodName.OnPileContentsChanged">
            <summary>
            Cached name for the 'OnPileContentsChanged' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.MethodName.IsOpen">
            <summary>
            Cached name for the 'IsOpen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.MethodName.ToggleAnimState">
            <summary>
            Cached name for the 'ToggleAnimState' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.PropertyName._elapsedTime">
            <summary>
            Cached name for the '_elapsedTime' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.PropertyName._rockBaseRotation">
            <summary>
            Cached name for the '_rockBaseRotation' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.PropertyName._countLabel">
            <summary>
            Cached name for the '_countLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.PropertyName._count">
            <summary>
            Cached name for the '_count' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.PropertyName._bumpTween">
            <summary>
            Cached name for the '_bumpTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarDeckButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarMapButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarMapButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarMapButton.MethodName.IsOpen">
            <summary>
            Cached name for the 'IsOpen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarMapButton.MethodName.StartOscillation">
            <summary>
            Cached name for the 'StartOscillation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarMapButton.MethodName.StopOscillation">
            <summary>
            Cached name for the 'StopOscillation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarMapButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarMapButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarMapButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarMapButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarMapButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarMapButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarMapButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarMapButton.PropertyName._oscillateTween">
            <summary>
            Cached name for the '_oscillateTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarMapButton.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarMapButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarMapButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarMapButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarMapButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarMapButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarPauseButton.ToggleAnimState">
            <summary>
            Toggles the anim state of this button.
            Utilized when an external UI (ie BackButton) closes this screen.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarPauseButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarPauseButton.MethodName.OnRelease">
            <summary>
            Cached name for the 'OnRelease' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarPauseButton.MethodName.IsOpen">
            <summary>
            Cached name for the 'IsOpen' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarPauseButton.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarPauseButton.MethodName.ToggleAnimState">
            <summary>
            Cached name for the 'ToggleAnimState' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarPauseButton.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarPauseButton.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarPauseButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarPauseButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarPauseButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarPauseButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarPauseButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarPauseButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarPauseButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarPauseButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarPauseButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.TopBar.NTopBarPauseButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.TreasureRooms.NTreasureButton.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TreasureRooms.NTreasureButton.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TreasureRooms.NTreasureButton.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TreasureRooms.NTreasureButton.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TreasureRooms.NTreasureButton.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.TreasureRooms.NTreasureButton.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.TreasureRooms.NTreasureButton.PropertyName.Hotkeys">
            <summary>
            Cached name for the 'Hotkeys' property.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TreasureRooms.NTreasureButton.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TreasureRooms.NTreasureButton.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TreasureRooms.NTreasureButton.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.TreasureRooms.NTreasureButton.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.TreasureRooms.NTreasureButton.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NCeremonialBeastBgVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NCeremonialBeastBgVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NCeremonialBeastBgVfx.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NCeremonialBeastBgVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NCeremonialBeastBgVfx.MethodName.PlayGlow">
            <summary>
            Cached name for the 'PlayGlow' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NCeremonialBeastBgVfx.MethodName.PlaySkulls">
            <summary>
            Cached name for the 'PlaySkulls' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NCeremonialBeastBgVfx.MethodName.PlayFlowers">
            <summary>
            Cached name for the 'PlayFlowers' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NCeremonialBeastBgVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NCeremonialBeastBgVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NCeremonialBeastBgVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NCeremonialBeastBgVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NCeremonialBeastBgVfx.PropertyName._isGlowOn">
            <summary>
            Cached name for the '_isGlowOn' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NCeremonialBeastBgVfx.PropertyName._areSkullsOn">
            <summary>
            Cached name for the '_areSkullsOn' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NCeremonialBeastBgVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NCeremonialBeastBgVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NCeremonialBeastBgVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NCeremonialBeastBgVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NCeremonialBeastBgVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NCeremonialBeastBgVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NCeremonialBeastBgVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NKaiserCrabBossBackground">
            <summary>
            Manages the <see cref="T:MegaCrit.Sts2.Core.Models.Encounters.KaiserCrabBoss"/>'s animations, since its 2 creatures (each of its claws) that share one big
            Spine file.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NKaiserCrabBossBackground.AddEmptyReactionAnimation(MegaCrit.Sts2.Core.Bindings.MegaSpine.MegaAnimationState)">
            <summary>
            Resets the reaction track animationafter its current animation is finished
            returning control of the rig to other animation tracks
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NKaiserCrabBossBackground.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NKaiserCrabBossBackground.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NKaiserCrabBossBackground.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NKaiserCrabBossBackground.MethodName.PlayHurtAnim">
            <summary>
            Cached name for the 'PlayHurtAnim' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NKaiserCrabBossBackground.MethodName.PlayArmDeathAnim">
            <summary>
            Cached name for the 'PlayArmDeathAnim' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NKaiserCrabBossBackground.MethodName.PlayBodyDeathAnim">
            <summary>
            Cached name for the 'PlayBodyDeathAnim' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NKaiserCrabBossBackground.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NKaiserCrabBossBackground.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NKaiserCrabBossBackground.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NKaiserCrabBossBackground.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NKaiserCrabBossBackground.PropertyName._leftArm">
            <summary>
            Cached name for the '_leftArm' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NKaiserCrabBossBackground.PropertyName._rightArm">
            <summary>
            Cached name for the '_rightArm' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NKaiserCrabBossBackground.PropertyName._rightArmState">
            <summary>
            Cached name for the '_rightArmState' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NKaiserCrabBossBackground.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NKaiserCrabBossBackground.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NKaiserCrabBossBackground.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NKaiserCrabBossBackground.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NKaiserCrabBossBackground.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NKaiserCrabBossBackground.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NQueenRepyBgVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NQueenRepyBgVfx.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NQueenRepyBgVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NQueenRepyBgVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NQueenRepyBgVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NQueenRepyBgVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NQueenRepyBgVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NQueenRepyBgVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NQueenRepyBgVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Backgrounds.NQueenRepyBgVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.MethodName.FollowCurve">
            <summary>
            Cached name for the 'FollowCurve' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.PropertyName._bola2">
            <summary>
            Cached name for the '_bola2' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.PropertyName._bola3">
            <summary>
            Cached name for the '_bola3' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.PropertyName._startPosition">
            <summary>
            Cached name for the '_startPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.PropertyName._controlPosition">
            <summary>
            Cached name for the '_controlPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.PropertyName._endPosition">
            <summary>
            Cached name for the '_endPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.PropertyName._rotationSpeed">
            <summary>
            Cached name for the '_rotationSpeed' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NBolasVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardRareGlow.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardRareGlow.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardRareGlow.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardRareGlow.MethodName.Kill">
            <summary>
            Cached name for the 'Kill' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardRareGlow.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardRareGlow.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardRareGlow.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardRareGlow.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardRareGlow.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardRareGlow.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardRareGlow.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardRareGlow.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardRareGlow.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardRareGlow.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardRareGlow.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardRareGlow.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.MethodName.GetEffectiveDuration">
            <summary>
            Cached name for the 'GetEffectiveDuration' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.PropertyName._overlay">
            <summary>
            Cached name for the '_overlay' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.PropertyName._borderGlow">
            <summary>
            Cached name for the '_borderGlow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.PropertyName._revealParticles">
            <summary>
            Cached name for the '_revealParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.PropertyName._shineParticles">
            <summary>
            Cached name for the '_shineParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.PropertyName._endParticles">
            <summary>
            Cached name for the '_endParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.PropertyName._anticipationScaleCurve">
            <summary>
            Cached name for the '_anticipationScaleCurve' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.PropertyName._revealScaleCurve">
            <summary>
            Cached name for the '_revealScaleCurve' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.PropertyName._overlayShowDuration">
            <summary>
            Cached name for the '_overlayShowDuration' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.PropertyName._overlayShowShortDuration">
            <summary>
            Cached name for the '_overlayShowShortDuration' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.PropertyName._overlayIdleDuration">
            <summary>
            Cached name for the '_overlayIdleDuration' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.PropertyName._overlayIdleShortDuration">
            <summary>
            Cached name for the '_overlayIdleShortDuration' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.PropertyName._overlayHideDuration">
            <summary>
            Cached name for the '_overlayHideDuration' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.PropertyName._glowFadeDuration">
            <summary>
            Cached name for the '_glowFadeDuration' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.PropertyName._glowTopScale">
            <summary>
            Cached name for the '_glowTopScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.PropertyName._shineDelay">
            <summary>
            Cached name for the '_shineDelay' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.PropertyName._endParticlesDelay">
            <summary>
            Cached name for the '_endParticlesDelay' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.PropertyName._cardNode">
            <summary>
            Cached name for the '_cardNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.PropertyName._whiteOpaque">
            <summary>
            Cached name for the '_whiteOpaque' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.PropertyName._whiteClear">
            <summary>
            Cached name for the '_whiteClear' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardTransformShineVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardUncommonGlow.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardUncommonGlow.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardUncommonGlow.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardUncommonGlow.MethodName.Kill">
            <summary>
            Cached name for the 'Kill' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardUncommonGlow.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardUncommonGlow.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardUncommonGlow.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardUncommonGlow.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardUncommonGlow.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardUncommonGlow.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardUncommonGlow.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardUncommonGlow.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardUncommonGlow.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardUncommonGlow.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardUncommonGlow.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NCardUncommonGlow.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NExhaustVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NExhaustVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NExhaustVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NExhaustVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NExhaustVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NExhaustVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NExhaustVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NExhaustVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NExhaustVfx.PropertyName._card">
            <summary>
            Cached name for the '_card' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NExhaustVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NExhaustVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NExhaustVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NExhaustVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NExhaustVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NExhaustVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.PropertyName._shiv1">
            <summary>
            Cached name for the '_shiv1' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.PropertyName._shiv2">
            <summary>
            Cached name for the '_shiv2' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.PropertyName._shiv3">
            <summary>
            Cached name for the '_shiv3' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.PropertyName._shiv4">
            <summary>
            Cached name for the '_shiv4' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.PropertyName._shiv5">
            <summary>
            Cached name for the '_shiv5' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.PropertyName._shiv6">
            <summary>
            Cached name for the '_shiv6' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.PropertyName._shiv7">
            <summary>
            Cached name for the '_shiv7' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.PropertyName._shiv8">
            <summary>
            Cached name for the '_shiv8' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.PropertyName._shiv9">
            <summary>
            Cached name for the '_shiv9' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.PropertyName._spawnPosition">
            <summary>
            Cached name for the '_spawnPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.PropertyName._spawnTween">
            <summary>
            Cached name for the '_spawnTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.PropertyName._fanTween">
            <summary>
            Cached name for the '_fanTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NFanOfKnivesVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserAttackVfx">
            <summary>
            Many of this VFX are spawned via NHellraiserVfx.
            This represents a single sword particle and maybe useful for re-use if we want these to spawn when the
            Hellraiser power procs.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserAttackVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserAttackVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserAttackVfx.MethodName.OnTweenFinished">
            <summary>
            Cached name for the 'OnTweenFinished' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserAttackVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserAttackVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserAttackVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserAttackVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserAttackVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserAttackVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserAttackVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserSwordVfx">
            <summary>
            Many of this VFX are spawned via NHellraiserVfx.
            This represents a single sword particle and maybe useful for re-use if we want these to spawn when the
            Hellraiser power procs.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserSwordVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserSwordVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserSwordVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserSwordVfx.MethodName.OnTweenFinished">
            <summary>
            Cached name for the 'OnTweenFinished' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserSwordVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserSwordVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserSwordVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserSwordVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserSwordVfx.PropertyName._sword">
            <summary>
            Cached name for the '_sword' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserSwordVfx.PropertyName.posY">
            <summary>
            Cached name for the 'posY' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserSwordVfx.PropertyName.targetColor">
            <summary>
            Cached name for the 'targetColor' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserSwordVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserSwordVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserSwordVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserSwordVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserSwordVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserSwordVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserVfx">
            <summary>
            Vfx for Hellraiser card.
            Spawns many swords and tints the screen red.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserVfx.PropertyName._duration">
            <summary>
            Cached name for the '_duration' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserVfx.PropertyName._swordAmount">
            <summary>
            Cached name for the '_swordAmount' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserVfx.PropertyName._spawnPosition">
            <summary>
            Cached name for the '_spawnPosition' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NHellraiserVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NNightmareHandsVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NNightmareHandsVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NNightmareHandsVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NNightmareHandsVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NNightmareHandsVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NNightmareHandsVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NNightmareHandsVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NNightmareHandsVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NNightmareHandsVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NNightmareHandsVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NNightmareHandsVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpikeSplashVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpikeSplashVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpikeSplashVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpikeSplashVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpikeSplashVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpikeSplashVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpikeSplashVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpikeSplashVfx.PropertyName._duration">
            <summary>
            Cached name for the '_duration' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpikeSplashVfx.PropertyName._spikeAmount">
            <summary>
            Cached name for the '_spikeAmount' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpikeSplashVfx.PropertyName._spawnPosition">
            <summary>
            Cached name for the '_spawnPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpikeSplashVfx.PropertyName._vfxColor">
            <summary>
            Cached name for the '_vfxColor' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpikeSplashVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpikeSplashVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpikeSplashVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpikeSplashVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpikeSplashVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpikeSplashVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx._Process(System.Double)">
            <summary>
            Processes the jittering and rotation logic for this vfx
            </summary>
            <param name="delta"></param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.MethodName.AnimateIn">
            <summary>
            Cached name for the 'AnimateIn' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.PropertyName._elapsedPauseTime">
            <summary>
            Cached name for the '_elapsedPauseTime' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.PropertyName._pauseCounter">
            <summary>
            Cached name for the '_pauseCounter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.PropertyName._isPaused">
            <summary>
            Cached name for the '_isPaused' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.PropertyName._timer">
            <summary>
            Cached name for the '_timer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.PropertyName._totalPauses">
            <summary>
            Cached name for the '_totalPauses' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.PropertyName._canPauseTimer">
            <summary>
            Cached name for the '_canPauseTimer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.PropertyName._intensity">
            <summary>
            Cached name for the '_intensity' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.PropertyName._speed">
            <summary>
            Cached name for the '_speed' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.PropertyName._duration">
            <summary>
            Cached name for the '_duration' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.PropertyName._originalRotation">
            <summary>
            Cached name for the '_originalRotation' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.PropertyName._targetScale">
            <summary>
            Cached name for the '_targetScale' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Cards.NSpookyHandVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Events.NSymbioteEyeMovementVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Events.NSymbioteEyeMovementVfx.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Events.NSymbioteEyeMovementVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Events.NSymbioteEyeMovementVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Events.NSymbioteEyeMovementVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Events.NSymbioteEyeMovementVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Events.NSymbioteEyeMovementVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Events.NSymbioteEyeMovementVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Events.NSymbioteEyeMovementVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NGlowExampleVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NGlowExampleVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NGlowExampleVfx.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NGlowExampleVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NGlowExampleVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NGlowExampleVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NGlowExampleVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NGlowExampleVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NGlowExampleVfx.PropertyName._env">
            <summary>
            Cached name for the '_env' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NGlowExampleVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NGlowExampleVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NGlowExampleVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NGlowExampleVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NGlowExampleVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NGlowExampleVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NGlowExampleVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NNoiseScroller.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NNoiseScroller.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NNoiseScroller.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NNoiseScroller.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NNoiseScroller.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NNoiseScroller.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NNoiseScroller.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NNoiseScroller.PropertyName._offsetDelta">
            <summary>
            Cached name for the '_offsetDelta' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NNoiseScroller.PropertyName._noise">
            <summary>
            Cached name for the '_noise' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NNoiseScroller.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NNoiseScroller.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NNoiseScroller.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NNoiseScroller.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NNoiseScroller.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NNoiseScroller.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NSaturationExampleVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NSaturationExampleVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NSaturationExampleVfx.MethodName._Input">
            <summary>
            Cached name for the '_Input' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NSaturationExampleVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NSaturationExampleVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NSaturationExampleVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NSaturationExampleVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NSaturationExampleVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NSaturationExampleVfx.PropertyName._env">
            <summary>
            Cached name for the '_env' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NSaturationExampleVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NSaturationExampleVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NSaturationExampleVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NSaturationExampleVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NSaturationExampleVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NSaturationExampleVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Examples.NSaturationExampleVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.IDeathDelayer">
            <summary>
            Implement this on a node under NCreature to stop the NCreature from being freed until the task returned from GetDelayTask is complete
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NAdditiveOverlayVfx">
            <summary>
            A simple vfx which renders a colorRect to tint the entire screen using an additive blend.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NAdditiveOverlayVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAdditiveOverlayVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAdditiveOverlayVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAdditiveOverlayVfx.MethodName.SetVfxColor">
            <summary>
            Cached name for the 'SetVfxColor' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAdditiveOverlayVfx.MethodName.OnTweenFinished">
            <summary>
            Cached name for the 'OnTweenFinished' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAdditiveOverlayVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAdditiveOverlayVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAdditiveOverlayVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAdditiveOverlayVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NAdditiveOverlayVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAdditiveOverlayVfx.PropertyName._vfxColor">
            <summary>
            Cached name for the '_vfxColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAdditiveOverlayVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAdditiveOverlayVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAdditiveOverlayVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAdditiveOverlayVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAdditiveOverlayVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAdditiveOverlayVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NAdditiveOverlayVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.MethodName.PoofToDeath">
            <summary>
            Cached name for the 'PoofToDeath' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.MethodName.RestartTorches">
            <summary>
            Cached name for the 'RestartTorches' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.MethodName.KillTorches">
            <summary>
            Cached name for the 'KillTorches' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.MethodName.PlayHit1">
            <summary>
            Cached name for the 'PlayHit1' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.MethodName.PlayHit2">
            <summary>
            Cached name for the 'PlayHit2' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.MethodName.PlayHit3">
            <summary>
            Cached name for the 'PlayHit3' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.MethodName.PlayLaserBase">
            <summary>
            Cached name for the 'PlayLaserBase' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.MethodName.PlayLaserHit">
            <summary>
            Cached name for the 'PlayLaserHit' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.PropertyName._hitFxParticles">
            <summary>
            Cached name for the '_hitFxParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.PropertyName._hitBoneNode">
            <summary>
            Cached name for the '_hitBoneNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.PropertyName._deathBodyParticles">
            <summary>
            Cached name for the '_deathBodyParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.PropertyName._laserBaseParticles">
            <summary>
            Cached name for the '_laserBaseParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.PropertyName._hitParticles1">
            <summary>
            Cached name for the '_hitParticles1' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.PropertyName._hitParticles2">
            <summary>
            Cached name for the '_hitParticles2' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.PropertyName._hitParticles3">
            <summary>
            Cached name for the '_hitParticles3' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.PropertyName._constantSparks1">
            <summary>
            Cached name for the '_constantSparks1' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.PropertyName._constantSparks2">
            <summary>
            Cached name for the '_constantSparks2' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.PropertyName._constantSparks3">
            <summary>
            Cached name for the '_constantSparks3' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.PropertyName._torch1Node">
            <summary>
            Cached name for the '_torch1Node' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.PropertyName._torch2Node">
            <summary>
            Cached name for the '_torch2Node' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.PropertyName._torch3Node">
            <summary>
            Cached name for the '_torch3Node' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NAmalgamVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NArchitectVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NArchitectVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NArchitectVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NArchitectVfx.MethodName.StartTrail">
            <summary>
            Cached name for the 'StartTrail' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NArchitectVfx.MethodName.EndTrail">
            <summary>
            Cached name for the 'EndTrail' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NArchitectVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NArchitectVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NArchitectVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NArchitectVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NArchitectVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NArchitectVfx.PropertyName._innerTrail">
            <summary>
            Cached name for the '_innerTrail' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NArchitectVfx.PropertyName._outerTrail">
            <summary>
            Cached name for the '_outerTrail' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NArchitectVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NArchitectVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NArchitectVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NArchitectVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NArchitectVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NArchitectVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.MethodName.TurnOnDeath1">
            <summary>
            Cached name for the 'TurnOnDeath1' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.MethodName.TurnOnDeath2">
            <summary>
            Cached name for the 'TurnOnDeath2' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.MethodName.TurnOnHurt">
            <summary>
            Cached name for the 'TurnOnHurt' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.MethodName.TurnOnLandingSmoke">
            <summary>
            Cached name for the 'TurnOnLandingSmoke' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.MethodName.TurnOffLandingSmoke">
            <summary>
            Cached name for the 'TurnOffLandingSmoke' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.PropertyName._hurtParticles1">
            <summary>
            Cached name for the '_hurtParticles1' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.PropertyName._hurtParticles2">
            <summary>
            Cached name for the '_hurtParticles2' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.PropertyName._smokeParticlesLeft">
            <summary>
            Cached name for the '_smokeParticlesLeft' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.PropertyName._smokeParticlesRight">
            <summary>
            Cached name for the '_smokeParticlesRight' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.PropertyName._currentWeapon">
            <summary>
            Cached name for the '_currentWeapon' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NAxebotVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBasicTrail.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBasicTrail.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBasicTrail.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBasicTrail.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBasicTrail.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBasicTrail.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBasicTrail.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBasicTrail.PropertyName._target">
            <summary>
            Cached name for the '_target' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBasicTrail.PropertyName._maxSegments">
            <summary>
            Cached name for the '_maxSegments' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBasicTrail.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBasicTrail.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBasicTrail.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBasicTrail.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBasicTrail.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBasicTrail.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBattlewornDummyVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBattlewornDummyVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBattlewornDummyVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBattlewornDummyVfx.MethodName.OnDamageChips">
            <summary>
            Cached name for the 'OnDamageChips' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBattlewornDummyVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBattlewornDummyVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBattlewornDummyVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBattlewornDummyVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBattlewornDummyVfx.PropertyName._damageParticles">
            <summary>
            Cached name for the '_damageParticles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBattlewornDummyVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBattlewornDummyVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBattlewornDummyVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBattlewornDummyVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBattlewornDummyVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBattlewornDummyVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBezierTrail.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBezierTrail.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBezierTrail.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBezierTrail.MethodName.OnToggleVisibility">
            <summary>
            Cached name for the 'OnToggleVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBezierTrail.MethodName.CreatePoint">
            <summary>
            Cached name for the 'CreatePoint' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBezierTrail.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBezierTrail.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBezierTrail.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBezierTrail.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBezierTrail.PropertyName._target">
            <summary>
            Cached name for the '_target' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBezierTrail.PropertyName._pointDuration">
            <summary>
            Cached name for the '_pointDuration' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBezierTrail.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBezierTrail.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBezierTrail.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBezierTrail.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBezierTrail.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBezierTrail.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.MethodName.SetColor">
            <summary>
            Cached name for the 'SetColor' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.MethodName.AdjustStartPosition">
            <summary>
            Cached name for the 'AdjustStartPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.PropertyName._startPosition">
            <summary>
            Cached name for the '_startPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.PropertyName._movingRight">
            <summary>
            Cached name for the '_movingRight' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.PropertyName._vfxColor">
            <summary>
            Cached name for the '_vfxColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.PropertyName._velocity">
            <summary>
            Cached name for the '_velocity' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBgGroundSpikeVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashImpactVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashImpactVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashImpactVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashImpactVfx.MethodName.RotateCore">
            <summary>
            Cached name for the 'RotateCore' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashImpactVfx.MethodName.ModulateParticles">
            <summary>
            Cached name for the 'ModulateParticles' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashImpactVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashImpactVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashImpactVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashImpactVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashImpactVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashImpactVfx.PropertyName._anticipationParticles">
            <summary>
            Cached name for the '_anticipationParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashImpactVfx.PropertyName._impactParticles">
            <summary>
            Cached name for the '_impactParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashImpactVfx.PropertyName._modulateParticles">
            <summary>
            Cached name for the '_modulateParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashImpactVfx.PropertyName._corePivot">
            <summary>
            Cached name for the '_corePivot' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashImpactVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashImpactVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashImpactVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashImpactVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashImpactVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashImpactVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashVfx.MethodName.ModulateParticles">
            <summary>
            Cached name for the 'ModulateParticles' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashVfx.PropertyName._slashParticles">
            <summary>
            Cached name for the '_slashParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashVfx.PropertyName._modulateParticles">
            <summary>
            Cached name for the '_modulateParticles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBigSlashVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockBrokenVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockBrokenVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockBrokenVfx.MethodName.OnAnimationFinished">
            <summary>
            Cached name for the 'OnAnimationFinished' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockBrokenVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockBrokenVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockBrokenVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockBrokenVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockBrokenVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockBrokenVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockBrokenVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockBrokenVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockSparkVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockSparkVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockSparkVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockSparkVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockSparkVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockSparkVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockSparkVfx.PropertyName._particles">
            <summary>
            Cached name for the '_particles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockSparkVfx.PropertyName._specks">
            <summary>
            Cached name for the '_specks' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockSparkVfx.PropertyName._creatureNode">
            <summary>
            Cached name for the '_creatureNode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockSparkVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockSparkVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockSparkVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockSparkVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockSparkVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBlockSparkVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBounceSparkVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBounceSparkVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBounceSparkVfx.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBounceSparkVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBounceSparkVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBounceSparkVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBounceSparkVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBounceSparkVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBounceSparkVfx.PropertyName._particle">
            <summary>
            Cached name for the '_particle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBounceSparkVfx.PropertyName._velocity">
            <summary>
            Cached name for the '_velocity' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBounceSparkVfx.PropertyName._startPosition">
            <summary>
            Cached name for the '_startPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBounceSparkVfx.PropertyName._floorY">
            <summary>
            Cached name for the '_floorY' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NBounceSparkVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBounceSparkVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBounceSparkVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBounceSparkVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBounceSparkVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NBounceSparkVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NBounceSparkVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardEnchantVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardEnchantVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardEnchantVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardEnchantVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardEnchantVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardEnchantVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardEnchantVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardEnchantVfx.PropertyName.EmbossCurve">
            <summary>
            Cached name for the 'EmbossCurve' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardEnchantVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardEnchantVfx.PropertyName._cardNode">
            <summary>
            Cached name for the '_cardNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardEnchantVfx.PropertyName._enchantmentSparkles">
            <summary>
            Cached name for the '_enchantmentSparkles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardEnchantVfx.PropertyName._enchantmentIcon">
            <summary>
            Cached name for the '_enchantmentIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardEnchantVfx.PropertyName._enchantmentLabel">
            <summary>
            Cached name for the '_enchantmentLabel' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardEnchantVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardEnchantVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardEnchantVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardEnchantVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardEnchantVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardEnchantVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.MethodName.GetDuration">
            <summary>
            Cached name for the 'GetDuration' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.MethodName.GetDurationInternal">
            <summary>
            Cached name for the 'GetDurationInternal' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.PropertyName.CardNode">
            <summary>
            Cached name for the 'CardNode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.PropertyName._cardOwnerNode">
            <summary>
            Cached name for the '_cardOwnerNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.PropertyName._vfx">
            <summary>
            Cached name for the '_vfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.PropertyName._swooshPath">
            <summary>
            Cached name for the '_swooshPath' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.PropertyName._scaleTween">
            <summary>
            Cached name for the '_scaleTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.PropertyName._scalingOut">
            <summary>
            Cached name for the '_scalingOut' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyPowerVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx">
            <summary>
            Another card soul vfx when we have no card.
            Used when the discard pile is shuffled into the draw pile.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.PropertyName._vfx">
            <summary>
            Cached name for the '_vfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.PropertyName._fadeOutTween">
            <summary>
            Cached name for the '_fadeOutTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.PropertyName._vfxFading">
            <summary>
            Cached name for the '_vfxFading' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.PropertyName._startPos">
            <summary>
            Cached name for the '_startPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.PropertyName._endPos">
            <summary>
            Cached name for the '_endPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.PropertyName._controlPointOffset">
            <summary>
            Cached name for the '_controlPointOffset' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.PropertyName._duration">
            <summary>
            Cached name for the '_duration' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.PropertyName._speed">
            <summary>
            Cached name for the '_speed' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.PropertyName._accel">
            <summary>
            Cached name for the '_accel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.PropertyName._arcDir">
            <summary>
            Cached name for the '_arcDir' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.PropertyName._trailPath">
            <summary>
            Cached name for the '_trailPath' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyShuffleVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx">
            <summary>
            This vfx is called when cards fly from one spot to another, leaving a pretty trail.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.MethodName.OnCardExitedTree">
            <summary>
            Cached name for the 'OnCardExitedTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.PropertyName._card">
            <summary>
            Cached name for the '_card' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.PropertyName._trailPath">
            <summary>
            Cached name for the '_trailPath' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.PropertyName._vfx">
            <summary>
            Cached name for the '_vfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.PropertyName._fadeOutTween">
            <summary>
            Cached name for the '_fadeOutTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.PropertyName._vfxFading">
            <summary>
            Cached name for the '_vfxFading' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.PropertyName._isAddingToPile">
            <summary>
            Cached name for the '_isAddingToPile' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.PropertyName._startPos">
            <summary>
            Cached name for the '_startPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.PropertyName._endPos">
            <summary>
            Cached name for the '_endPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.PropertyName._controlPointOffset">
            <summary>
            Cached name for the '_controlPointOffset' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.PropertyName._duration">
            <summary>
            Cached name for the '_duration' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.PropertyName._speed">
            <summary>
            Cached name for the '_speed' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.PropertyName._accel">
            <summary>
            Cached name for the '_accel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.PropertyName._arcDir">
            <summary>
            Cached name for the '_arcDir' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardFlyVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardSmithVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardSmithVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardSmithVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardSmithVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardSmithVfx.MethodName.PlaySubParticles">
            <summary>
            Cached name for the 'PlaySubParticles' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardSmithVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardSmithVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardSmithVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardSmithVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardSmithVfx.PropertyName.SfxVolume">
            <summary>
            Cached name for the 'SfxVolume' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardSmithVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardSmithVfx.PropertyName._willPlaySfx">
            <summary>
            Cached name for the '_willPlaySfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardSmithVfx.PropertyName._cardNode">
            <summary>
            Cached name for the '_cardNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardSmithVfx.PropertyName._cardContainer">
            <summary>
            Cached name for the '_cardContainer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardSmithVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardSmithVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardSmithVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardSmithVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardSmithVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardSmithVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrail.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrail.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrail.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrail.MethodName.OnToggleVisibility">
            <summary>
            Cached name for the 'OnToggleVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrail.MethodName.CreatePoint">
            <summary>
            Cached name for the 'CreatePoint' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrail.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrail.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrail.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrail.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrail.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrail.PropertyName._pointDuration">
            <summary>
            Cached name for the '_pointDuration' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrail.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrail.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrail.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrail.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrail.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrail.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx">
            <summary>
            Holds both the Sprites (the card image + particle effects) and the Trails for the "card trail vfx".
            We need these detached so that the Trail nodes' parents don't affect the trail's positions.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx.StopParticles(Godot.Tween)">
            <summary>
            Prevents the trail from emitting a ton of sparks upon reaching destination.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx.MethodName.StopParticles">
            <summary>
            Cached name for the 'StopParticles' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx.PropertyName._nodeToFollow">
            <summary>
            Cached name for the '_nodeToFollow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx.PropertyName._sprites">
            <summary>
            Cached name for the '_sprites' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx.PropertyName._updateSprites">
            <summary>
            Cached name for the '_updateSprites' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTrailVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTransformVfx">
            <summary>
            Manages full card transformations that take place in the center of the screen
            (ie transformations for cards in the deck/draw/discard)
            Centers the card and plays the transform animation. The actual transform animation
            logic lives in NCardTransformShineVfx
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTransformVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTransformVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTransformVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTransformVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTransformVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTransformVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTransformVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTransformVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTransformVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTransformVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTransformVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTransformVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTransformVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardTransformVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardUpgradeVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardUpgradeVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCardUpgradeVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardUpgradeVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardUpgradeVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardUpgradeVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardUpgradeVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardUpgradeVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCardUpgradeVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCardUpgradeVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.MethodName.TurnOnDeathParticles">
            <summary>
            Cached name for the 'TurnOnDeathParticles' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.MethodName.TurnOnEnergyParticles">
            <summary>
            Cached name for the 'TurnOnEnergyParticles' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.MethodName.TurnOffEnergyParticles">
            <summary>
            Cached name for the 'TurnOffEnergyParticles' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.MethodName.OnPlowStart">
            <summary>
            Cached name for the 'OnPlowStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.MethodName.OnPlowEnd">
            <summary>
            Cached name for the 'OnPlowEnd' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.PropertyName._deathParticles">
            <summary>
            Cached name for the '_deathParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.PropertyName._energyParticlesFront">
            <summary>
            Cached name for the '_energyParticlesFront' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.PropertyName._energyParticlesBack">
            <summary>
            Cached name for the '_energyParticlesBack' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.PropertyName._plowStartTarget">
            <summary>
            Cached name for the '_plowStartTarget' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.PropertyName._plowEndTarget">
            <summary>
            Cached name for the '_plowEndTarget' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.PropertyName._globalPlowTarget">
            <summary>
            Cached name for the '_globalPlowTarget' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.PropertyName._globalPlowEndTarget">
            <summary>
            Cached name for the '_globalPlowEndTarget' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCeremonialBeastVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCubexConstructVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCubexConstructVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCubexConstructVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCubexConstructVfx.MethodName.StartLaser">
            <summary>
            Cached name for the 'StartLaser' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCubexConstructVfx.MethodName.EndLaser">
            <summary>
            Cached name for the 'EndLaser' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCubexConstructVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCubexConstructVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCubexConstructVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCubexConstructVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCubexConstructVfx.PropertyName._laser">
            <summary>
            Cached name for the '_laser' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCubexConstructVfx.PropertyName._rings">
            <summary>
            Cached name for the '_rings' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NCubexConstructVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCubexConstructVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCubexConstructVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCubexConstructVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCubexConstructVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NCubexConstructVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NCubexConstructVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayFlurryVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayFlurryVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayFlurryVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayFlurryVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayFlurryVfx.MethodName.ApplyTint">
            <summary>
            Cached name for the 'ApplyTint' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayFlurryVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayFlurryVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayFlurryVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayFlurryVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayFlurryVfx.PropertyName._particles">
            <summary>
            Cached name for the '_particles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayFlurryVfx.PropertyName._modulateParticles">
            <summary>
            Cached name for the '_modulateParticles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayFlurryVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayFlurryVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayFlurryVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayFlurryVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayFlurryVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayFlurryVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayImpactVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayImpactVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayImpactVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayImpactVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayImpactVfx.MethodName.ApplyTint">
            <summary>
            Cached name for the 'ApplyTint' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayImpactVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayImpactVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayImpactVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayImpactVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayImpactVfx.PropertyName._particles">
            <summary>
            Cached name for the '_particles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayImpactVfx.PropertyName._modulateParticles">
            <summary>
            Cached name for the '_modulateParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayImpactVfx.PropertyName._impactDelay">
            <summary>
            Cached name for the '_impactDelay' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayImpactVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayImpactVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayImpactVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayImpactVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayImpactVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDaggerSprayImpactVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageBlockedVfx">
            <summary>
            Makes the word Blocked appear over the enemy if attack damage is fully Blocked.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageBlockedVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageBlockedVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageBlockedVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageBlockedVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageBlockedVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageBlockedVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageBlockedVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageBlockedVfx.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageBlockedVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageBlockedVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageBlockedVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageBlockedVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageBlockedVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageBlockedVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageBlockedVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageNumVfx">
            <summary>
            Vfx used to pop out numbers when we deal damage to things.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageNumVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageNumVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageNumVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageNumVfx.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageNumVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageNumVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageNumVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageNumVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageNumVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageNumVfx.PropertyName._globalSpawnPosition">
            <summary>
            Cached name for the '_globalSpawnPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageNumVfx.PropertyName._text">
            <summary>
            Cached name for the '_text' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageNumVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageNumVfx.PropertyName._velocity">
            <summary>
            Cached name for the '_velocity' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageNumVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageNumVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageNumVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageNumVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageNumVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDamageNumVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeRocksVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeRocksVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeRocksVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeRocksVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeRocksVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeRocksVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeRocksVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeRocksVfx.PropertyName._rocks">
            <summary>
            Cached name for the '_rocks' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeRocksVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeRocksVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeRocksVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeRocksVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeRocksVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeRocksVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.MethodName.Regenerate">
            <summary>
            Cached name for the 'Regenerate' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.MethodName.EndRegenerate">
            <summary>
            Cached name for the 'EndRegenerate' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.MethodName.Wither">
            <summary>
            Cached name for the 'Wither' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.PropertyName._damageParticleNodes">
            <summary>
            Cached name for the '_damageParticleNodes' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.PropertyName._particleGravity">
            <summary>
            Cached name for the '_particleGravity' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.PropertyName._particleSpeedScale">
            <summary>
            Cached name for the '_particleSpeedScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.PropertyName._particleVelocityMinMax">
            <summary>
            Cached name for the '_particleVelocityMinMax' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.PropertyName._sprayNodes">
            <summary>
            Cached name for the '_sprayNodes' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDecimillipedeSegmentVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDesaturateTransitionVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDesaturateTransitionVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDesaturateTransitionVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDesaturateTransitionVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDesaturateTransitionVfx.MethodName.Animate">
            <summary>
            Cached name for the 'Animate' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDesaturateTransitionVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDesaturateTransitionVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDesaturateTransitionVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDesaturateTransitionVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDesaturateTransitionVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDesaturateTransitionVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDesaturateTransitionVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDesaturateTransitionVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDesaturateTransitionVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDesaturateTransitionVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDesaturateTransitionVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDevotedSculptorVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDevotedSculptorVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDevotedSculptorVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDevotedSculptorVfx.MethodName.StartVoice">
            <summary>
            Cached name for the 'StartVoice' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDevotedSculptorVfx.MethodName.StartAttack">
            <summary>
            Cached name for the 'StartAttack' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDevotedSculptorVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDevotedSculptorVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDevotedSculptorVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDevotedSculptorVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDevotedSculptorVfx.PropertyName._voiceParticles">
            <summary>
            Cached name for the '_voiceParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDevotedSculptorVfx.PropertyName._attackParticles">
            <summary>
            Cached name for the '_attackParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDevotedSculptorVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDevotedSculptorVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDevotedSculptorVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDevotedSculptorVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDevotedSculptorVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDevotedSculptorVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDevotedSculptorVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomOverlayVfx">
            <summary>
            A simple vfx which renders a colorRect to tint the entire screen using an additive blend.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomOverlayVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomOverlayVfx.MethodName.GetOrCreate">
            <summary>
            Cached name for the 'GetOrCreate' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomOverlayVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomOverlayVfx.MethodName.PlayVfx">
            <summary>
            Cached name for the 'PlayVfx' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomOverlayVfx.MethodName.OnTweenFinished">
            <summary>
            Cached name for the 'OnTweenFinished' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomOverlayVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomOverlayVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomOverlayVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomOverlayVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomOverlayVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomOverlayVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomOverlayVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomOverlayVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomOverlayVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomOverlayVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomOverlayVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomOverlayVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx">
            <summary>
            Sub Vfx for doom that manage the front and back particle effects
            (the glow, the light spears, the ground)
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.MethodName.FireSpear">
            <summary>
            Cached name for the 'FireSpear' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.MethodName.FireAllSpears">
            <summary>
            Cached name for the 'FireAllSpears' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.MethodName.ShowOrHide">
            <summary>
            Cached name for the 'ShowOrHide' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.MethodName.UpdateWidth">
            <summary>
            Cached name for the 'UpdateWidth' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.MethodName.SetVisibility">
            <summary>
            Cached name for the 'SetVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName.CurScaleX">
            <summary>
            Cached name for the 'CurScaleX' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._scalableLayers">
            <summary>
            Cached name for the '_scalableLayers' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._spears">
            <summary>
            Cached name for the '_spears' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._verticalShrinkingLayer">
            <summary>
            Cached name for the '_verticalShrinkingLayer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._particlesToKeepDense">
            <summary>
            Cached name for the '_particlesToKeepDense' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._baseScales">
            <summary>
            Cached name for the '_baseScales' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._indeces">
            <summary>
            Cached name for the '_indeces' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._baseSpearRegionWidth">
            <summary>
            Cached name for the '_baseSpearRegionWidth' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._dumbHackBecauseOfHowTexturerectsWork">
            <summary>
            Cached name for the '_dumbHackBecauseOfHowTexturerectsWork' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._rotationHackForSameDumbReason">
            <summary>
            Cached name for the '_rotationHackForSameDumbReason' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._baseParticleDensity">
            <summary>
            Cached name for the '_baseParticleDensity' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._spearFixedHScale">
            <summary>
            Cached name for the '_spearFixedHScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._spearAngleIntensity">
            <summary>
            Cached name for the '_spearAngleIntensity' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._minSpearSize">
            <summary>
            Cached name for the '_minSpearSize' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._maxSpearSize">
            <summary>
            Cached name for the '_maxSpearSize' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._minSpearTime">
            <summary>
            Cached name for the '_minSpearTime' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._maxSpearTime">
            <summary>
            Cached name for the '_maxSpearTime' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._outerMargin">
            <summary>
            Cached name for the '_outerMargin' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._innerMargin">
            <summary>
            Cached name for the '_innerMargin' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._time">
            <summary>
            Cached name for the '_time' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._isOn">
            <summary>
            Cached name for the '_isOn' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._curScaleX">
            <summary>
            Cached name for the '_curScaleX' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomSubEmitterVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx">
            <summary>
            Manages the VFX for Doom (and its sub-emitters).
            Moves the creatures visuals into itself to handle sucking it into Hell.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.MethodName.ShowOrHideParticles">
            <summary>
            Cached name for the 'ShowOrHideParticles' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.PropertyName._back">
            <summary>
            Cached name for the '_back' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.PropertyName._front">
            <summary>
            Cached name for the '_front' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.PropertyName._creatureVisuals">
            <summary>
            Cached name for the '_creatureVisuals' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.PropertyName._position">
            <summary>
            Cached name for the '_position' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.PropertyName._size">
            <summary>
            Cached name for the '_size' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.PropertyName._shouldDie">
            <summary>
            Cached name for the '_shouldDie' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NDoomVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.MethodName.LaunchSwarm">
            <summary>
            Cached name for the 'LaunchSwarm' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.MethodName.CompleteSwarmAttack">
            <summary>
            Cached name for the 'CompleteSwarmAttack' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.MethodName.CancelSwarmAttack">
            <summary>
            Cached name for the 'CancelSwarmAttack' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.MethodName.TurnOffSwarm">
            <summary>
            Cached name for the 'TurnOffSwarm' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.PropertyName._swarmParticles">
            <summary>
            Cached name for the '_swarmParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.PropertyName._attackingBugParticles">
            <summary>
            Cached name for the '_attackingBugParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.PropertyName._swarmTargetNode">
            <summary>
            Cached name for the '_swarmTargetNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.PropertyName._basePosition">
            <summary>
            Cached name for the '_basePosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.PropertyName._swarmTween">
            <summary>
            Cached name for the '_swarmTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.PropertyName._swarming">
            <summary>
            Cached name for the '_swarming' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NEntomancerVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochHighlightVfx">
            <summary>
            Glowing Pulse vfx for Epochs that need to be revealed by the player.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochHighlightVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochHighlightVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochHighlightVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochHighlightVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochHighlightVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochHighlightVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochHighlightVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochHighlightVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochHighlightVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochOffscreenVfx">
            <summary>
            Special Vfx to help players find offscreen revealable Epochs.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochOffscreenVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochOffscreenVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochOffscreenVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochOffscreenVfx.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochOffscreenVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochOffscreenVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochOffscreenVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochOffscreenVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochOffscreenVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochOffscreenVfx.PropertyName._slot">
            <summary>
            Cached name for the '_slot' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochOffscreenVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochOffscreenVfx.PropertyName._showVfx">
            <summary>
            Cached name for the '_showVfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochOffscreenVfx.PropertyName._viewportSizeX">
            <summary>
            Cached name for the '_viewportSizeX' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochOffscreenVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochOffscreenVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochOffscreenVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochOffscreenVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochOffscreenVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochOffscreenVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochSlotParticle.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochSlotParticle.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochSlotParticle.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochSlotParticle.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochSlotParticle.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochSlotParticle.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochSlotParticle.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochSlotParticle.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochSlotParticle.PropertyName._timer">
            <summary>
            Cached name for the '_timer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochSlotParticle.PropertyName._target">
            <summary>
            Cached name for the '_target' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochSlotParticle.PropertyName._speed">
            <summary>
            Cached name for the '_speed' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochSlotParticle.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochSlotParticle.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochSlotParticle.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochSlotParticle.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochSlotParticle.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NEpochSlotParticle.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFakeMerchantVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFakeMerchantVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFakeMerchantVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFakeMerchantVfx.MethodName.OnParticlesStart">
            <summary>
            Cached name for the 'OnParticlesStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFakeMerchantVfx.MethodName.OnParticlesEnd">
            <summary>
            Cached name for the 'OnParticlesEnd' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFakeMerchantVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFakeMerchantVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFakeMerchantVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFakeMerchantVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFakeMerchantVfx.PropertyName._particles">
            <summary>
            Cached name for the '_particles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFakeMerchantVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFakeMerchantVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFakeMerchantVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFakeMerchantVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFakeMerchantVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFakeMerchantVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFgGroundSpikeVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFgGroundSpikeVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFgGroundSpikeVfx.MethodName.AdjustStartPosition">
            <summary>
            Cached name for the 'AdjustStartPosition' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFgGroundSpikeVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFgGroundSpikeVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFgGroundSpikeVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFgGroundSpikeVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFgGroundSpikeVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFgGroundSpikeVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFgGroundSpikeVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurningVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurningVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurningVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurningVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurningVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurningVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurningVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurningVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurningVfx.PropertyName._startParticles">
            <summary>
            Cached name for the '_startParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurningVfx.PropertyName._endParticles">
            <summary>
            Cached name for the '_endParticles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurningVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurningVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurningVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurningVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurningVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurningVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurstVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurstVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurstVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurstVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurstVfx.MethodName.ApplyTint">
            <summary>
            Cached name for the 'ApplyTint' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurstVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurstVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurstVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurstVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurstVfx.PropertyName._particles">
            <summary>
            Cached name for the '_particles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurstVfx.PropertyName._modulateParticles">
            <summary>
            Cached name for the '_modulateParticles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurstVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurstVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurstVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurstVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurstVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFireBurstVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFireSmokePuffVfx">
            <summary>
            Fire Explosion used by cards and potions
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFireSmokePuffVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFireSmokePuffVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFireSmokePuffVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireSmokePuffVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireSmokePuffVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireSmokePuffVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFireSmokePuffVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFireSmokePuffVfx.PropertyName._clouds">
            <summary>
            Cached name for the '_clouds' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFireSmokePuffVfx.PropertyName._ember">
            <summary>
            Cached name for the '_ember' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireSmokePuffVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireSmokePuffVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireSmokePuffVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireSmokePuffVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFireSmokePuffVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFireSmokePuffVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFlyconidSporesVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFlyconidSporesVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFlyconidSporesVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFlyconidSporesVfx.MethodName.SetSporeTypeIsVulnerable">
            <summary>
            Cached name for the 'SetSporeTypeIsVulnerable' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFlyconidSporesVfx.MethodName.OnAnimationStart">
            <summary>
            Cached name for the 'OnAnimationStart' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFlyconidSporesVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFlyconidSporesVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFlyconidSporesVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFlyconidSporesVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFlyconidSporesVfx.PropertyName._frailSpores">
            <summary>
            Cached name for the '_frailSpores' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFlyconidSporesVfx.PropertyName._vulnerableSpores">
            <summary>
            Cached name for the '_vulnerableSpores' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFlyconidSporesVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFlyconidSporesVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFlyconidSporesVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFlyconidSporesVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFlyconidSporesVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFlyconidSporesVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFlyconidSporesVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFogmogVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFogmogVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFogmogVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFogmogVfx.MethodName.StartThrust">
            <summary>
            Cached name for the 'StartThrust' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFogmogVfx.MethodName.EndThrust">
            <summary>
            Cached name for the 'EndThrust' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFogmogVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFogmogVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFogmogVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFogmogVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFogmogVfx.PropertyName._thrustParicles">
            <summary>
            Cached name for the '_thrustParicles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFogmogVfx.PropertyName._dustLeftParticles">
            <summary>
            Cached name for the '_dustLeftParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFogmogVfx.PropertyName._dustRightParticles">
            <summary>
            Cached name for the '_dustRightParticles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFogmogVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFogmogVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFogmogVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFogmogVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFogmogVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFogmogVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFollowCursor.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFollowCursor.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFollowCursor.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFollowCursor.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFollowCursor.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFollowCursor.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFollowCursor.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFollowCursor.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFollowCursor.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFossilStalkerVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFossilStalkerVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFossilStalkerVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFossilStalkerVfx.MethodName.OnAnimationStart">
            <summary>
            Cached name for the 'OnAnimationStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFossilStalkerVfx.MethodName.StartDebuff">
            <summary>
            Cached name for the 'StartDebuff' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFossilStalkerVfx.MethodName.StopDebuff">
            <summary>
            Cached name for the 'StopDebuff' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFossilStalkerVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFossilStalkerVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFossilStalkerVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFossilStalkerVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFossilStalkerVfx.PropertyName._debuffParticles">
            <summary>
            Cached name for the '_debuffParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFossilStalkerVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFossilStalkerVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFossilStalkerVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFossilStalkerVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFossilStalkerVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFossilStalkerVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFossilStalkerVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFullscreenTextVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFullscreenTextVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFullscreenTextVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFullscreenTextVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFullscreenTextVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFullscreenTextVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFullscreenTextVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFullscreenTextVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFullscreenTextVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFullscreenTextVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFuzzyWurmCrawlerSpitTrailVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFuzzyWurmCrawlerSpitTrailVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFuzzyWurmCrawlerSpitTrailVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFuzzyWurmCrawlerSpitTrailVfx.MethodName.OnAnimationStart">
            <summary>
            Cached name for the 'OnAnimationStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFuzzyWurmCrawlerSpitTrailVfx.MethodName.TurnOnTrail">
            <summary>
            Cached name for the 'TurnOnTrail' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFuzzyWurmCrawlerSpitTrailVfx.MethodName.TurnOffTrail">
            <summary>
            Cached name for the 'TurnOffTrail' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFuzzyWurmCrawlerSpitTrailVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFuzzyWurmCrawlerSpitTrailVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFuzzyWurmCrawlerSpitTrailVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFuzzyWurmCrawlerSpitTrailVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFuzzyWurmCrawlerSpitTrailVfx.PropertyName._isKeyDown">
            <summary>
            Cached name for the '_isKeyDown' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFuzzyWurmCrawlerSpitTrailVfx.PropertyName._trailParticles">
            <summary>
            Cached name for the '_trailParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NFuzzyWurmCrawlerSpitTrailVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFuzzyWurmCrawlerSpitTrailVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFuzzyWurmCrawlerSpitTrailVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFuzzyWurmCrawlerSpitTrailVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFuzzyWurmCrawlerSpitTrailVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NFuzzyWurmCrawlerSpitTrailVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NFuzzyWurmCrawlerSpitTrailVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGainEpochVfx">
            <summary>
            Creates a "toast" style popup. Used when you obtain an Epoch during gameplay.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGainEpochVfx._vfxCount">
            <summary>
            Used to detect if this Vfx is already running. If so, delay it so we can see all of them one by one.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGainEpochVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGainEpochVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGainEpochVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGainEpochVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGainEpochVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGainEpochVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGainEpochVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGainEpochVfx.PropertyName._epoch">
            <summary>
            Cached name for the '_epoch' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGainEpochVfx.PropertyName._portrait">
            <summary>
            Cached name for the '_portrait' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGainEpochVfx.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGainEpochVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGainEpochVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGainEpochVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGainEpochVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGainEpochVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGainEpochVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGainEpochVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGasBombVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGasBombVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGasBombVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGasBombVfx.MethodName.OnBurst">
            <summary>
            Cached name for the 'OnBurst' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGasBombVfx.MethodName.OnIdleParticles">
            <summary>
            Cached name for the 'OnIdleParticles' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGasBombVfx.MethodName.OnDissipate">
            <summary>
            Cached name for the 'OnDissipate' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGasBombVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGasBombVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGasBombVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGasBombVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGasBombVfx.PropertyName._explodePuffParticles">
            <summary>
            Cached name for the '_explodePuffParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGasBombVfx.PropertyName._puffParticles">
            <summary>
            Cached name for the '_puffParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGasBombVfx.PropertyName._dotParticles">
            <summary>
            Cached name for the '_dotParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGasBombVfx.PropertyName._bitParticles">
            <summary>
            Cached name for the '_bitParticles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGasBombVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGasBombVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGasBombVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGasBombVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGasBombVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGasBombVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGaseousImpactVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGaseousImpactVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGaseousImpactVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGaseousImpactVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGaseousImpactVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGaseousImpactVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGaseousImpactVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGaseousImpactVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGaseousImpactVfx.PropertyName._impactParticles">
            <summary>
            Cached name for the '_impactParticles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGaseousImpactVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGaseousImpactVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGaseousImpactVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGaseousImpactVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGaseousImpactVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGaseousImpactVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGoopyImpactVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGoopyImpactVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGoopyImpactVfx.MethodName.ModulateParticles">
            <summary>
            Cached name for the 'ModulateParticles' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGoopyImpactVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGoopyImpactVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGoopyImpactVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGoopyImpactVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGoopyImpactVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGoopyImpactVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGoopyImpactVfx.PropertyName._impactParticles">
            <summary>
            Cached name for the '_impactParticles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGoopyImpactVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGoopyImpactVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGoopyImpactVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGoopyImpactVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGoopyImpactVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGoopyImpactVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleImpactVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleImpactVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleImpactVfx.MethodName.InitializePositions">
            <summary>
            Cached name for the 'InitializePositions' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleImpactVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleImpactVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleImpactVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleImpactVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleImpactVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleImpactVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleImpactVfx.PropertyName._centerParticles">
            <summary>
            Cached name for the '_centerParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleImpactVfx.PropertyName._groundParticles">
            <summary>
            Cached name for the '_groundParticles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleImpactVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleImpactVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleImpactVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleImpactVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleImpactVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleImpactVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleVfx.MethodName.Initialize">
            <summary>
            Cached name for the 'Initialize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleVfx.PropertyName._spotlight">
            <summary>
            Cached name for the '_spotlight' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleVfx.PropertyName._spotlightParticles">
            <summary>
            Cached name for the '_spotlightParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleVfx.PropertyName._anticipationParticles">
            <summary>
            Cached name for the '_anticipationParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleVfx.PropertyName._slashParticles">
            <summary>
            Cached name for the '_slashParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleVfx.PropertyName._endParticles">
            <summary>
            Cached name for the '_endParticles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGrandFinaleVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGroundFireVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGroundFireVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGroundFireVfx.MethodName.ApplyColor">
            <summary>
            Cached name for the 'ApplyColor' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGroundFireVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGroundFireVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGroundFireVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGroundFireVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGroundFireVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGroundFireVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGroundFireVfx.PropertyName._mainFire">
            <summary>
            Cached name for the '_mainFire' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGroundFireVfx.PropertyName._ember">
            <summary>
            Cached name for the '_ember' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGroundFireVfx.PropertyName._flameSprites">
            <summary>
            Cached name for the '_flameSprites' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NGroundFireVfx.PropertyName._vfxColor">
            <summary>
            Cached name for the '_vfxColor' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGroundFireVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGroundFireVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGroundFireVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGroundFireVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NGroundFireVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NGroundFireVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.MethodName.OnEyeBubblesStart">
            <summary>
            Cached name for the 'OnEyeBubblesStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.MethodName.OnEyeBubblesEnd">
            <summary>
            Cached name for the 'OnEyeBubblesEnd' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.MethodName.OnHeadBubblesStart">
            <summary>
            Cached name for the 'OnHeadBubblesStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.MethodName.OnHeadBubblesEnd">
            <summary>
            Cached name for the 'OnHeadBubblesEnd' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.PropertyName._eyeParticles1">
            <summary>
            Cached name for the '_eyeParticles1' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.PropertyName._eyeParticles2">
            <summary>
            Cached name for the '_eyeParticles2' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.PropertyName._eyeParticles3">
            <summary>
            Cached name for the '_eyeParticles3' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.PropertyName._headParticles1">
            <summary>
            Cached name for the '_headParticles1' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.PropertyName._headParticles2">
            <summary>
            Cached name for the '_headParticles2' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHauntedShipVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHealNumVfx">
            <summary>
            Vfx used to pop out numbers when things heal.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHealNumVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHealNumVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHealNumVfx.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHealNumVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHealNumVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHealNumVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHealNumVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHealNumVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHealNumVfx.PropertyName._creatureNode">
            <summary>
            Cached name for the '_creatureNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHealNumVfx.PropertyName._text">
            <summary>
            Cached name for the '_text' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHealNumVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHealNumVfx.PropertyName._velocity">
            <summary>
            Cached name for the '_velocity' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHealNumVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHealNumVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHealNumVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHealNumVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHealNumVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHealNumVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHeavyBluntVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHeavyBluntVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHeavyBluntVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHeavyBluntVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHeavyBluntVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHeavyBluntVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHeavyBluntVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHeavyBluntVfx.PropertyName._anticipationParticles">
            <summary>
            Cached name for the '_anticipationParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHeavyBluntVfx.PropertyName._impactParticles">
            <summary>
            Cached name for the '_impactParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHeavyBluntVfx.PropertyName._debugPosition">
            <summary>
            Cached name for the '_debugPosition' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHeavyBluntVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHeavyBluntVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHeavyBluntVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHeavyBluntVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHeavyBluntVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHeavyBluntVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHitSparkVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHitSparkVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHitSparkVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHitSparkVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHitSparkVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHitSparkVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHitSparkVfx.PropertyName._particles">
            <summary>
            Cached name for the '_particles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHitSparkVfx.PropertyName._specks">
            <summary>
            Cached name for the '_specks' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHitSparkVfx.PropertyName._creatureNode">
            <summary>
            Cached name for the '_creatureNode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHitSparkVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHitSparkVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHitSparkVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHitSparkVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHitSparkVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHitSparkVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHorizontalLinesVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHorizontalLinesVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHorizontalLinesVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHorizontalLinesVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHorizontalLinesVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHorizontalLinesVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHorizontalLinesVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHorizontalLinesVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHorizontalLinesVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHorizontalLinesVfx.PropertyName._duration">
            <summary>
            Cached name for the '_duration' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHorizontalLinesVfx.PropertyName._mat">
            <summary>
            Cached name for the '_mat' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHorizontalLinesVfx.PropertyName._isMovingRight">
            <summary>
            Cached name for the '_isMovingRight' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHorizontalLinesVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHorizontalLinesVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHorizontalLinesVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHorizontalLinesVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHorizontalLinesVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHorizontalLinesVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHunterKillerVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHunterKillerVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHunterKillerVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHunterKillerVfx.MethodName.OnAnimationStart">
            <summary>
            Cached name for the 'OnAnimationStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHunterKillerVfx.MethodName.OnParticlesStart">
            <summary>
            Cached name for the 'OnParticlesStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHunterKillerVfx.MethodName.OnParticlesEnd">
            <summary>
            Cached name for the 'OnParticlesEnd' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHunterKillerVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHunterKillerVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHunterKillerVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHunterKillerVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHunterKillerVfx.PropertyName._particles">
            <summary>
            Cached name for the '_particles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHunterKillerVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHunterKillerVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHunterKillerVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHunterKillerVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHunterKillerVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHunterKillerVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamImpactVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamImpactVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamImpactVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamImpactVfx.MethodName.ApplyRotation">
            <summary>
            Cached name for the 'ApplyRotation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamImpactVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamImpactVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamImpactVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamImpactVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamImpactVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamImpactVfx.PropertyName._impactStartParticles">
            <summary>
            Cached name for the '_impactStartParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamImpactVfx.PropertyName._impactEndParticles">
            <summary>
            Cached name for the '_impactEndParticles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamImpactVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamImpactVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamImpactVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamImpactVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamImpactVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamImpactVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamVfx.MethodName.ApplyRotation">
            <summary>
            Cached name for the 'ApplyRotation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamVfx.MethodName.ShowLaser">
            <summary>
            Cached name for the 'ShowLaser' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamVfx.PropertyName._anticipationParticles">
            <summary>
            Cached name for the '_anticipationParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamVfx.PropertyName._laserParticles">
            <summary>
            Cached name for the '_laserParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamVfx.PropertyName._laserEndParticles">
            <summary>
            Cached name for the '_laserEndParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamVfx.PropertyName._laserLine">
            <summary>
            Cached name for the '_laserLine' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamVfx.PropertyName._laserContainer">
            <summary>
            Cached name for the '_laserContainer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NHyperbeamVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NIroncladVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NIroncladVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NIroncladVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NIroncladVfx.MethodName.OnHeavySlash">
            <summary>
            Cached name for the 'OnHeavySlash' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NIroncladVfx.MethodName.OnAttackSlash">
            <summary>
            Cached name for the 'OnAttackSlash' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NIroncladVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NIroncladVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NIroncladVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NIroncladVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NIroncladVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NIroncladVfx.PropertyName._slashStepBase">
            <summary>
            Cached name for the '_slashStepBase' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NIroncladVfx.PropertyName._slashShaderMat">
            <summary>
            Cached name for the '_slashShaderMat' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NIroncladVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NIroncladVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NIroncladVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NIroncladVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NIroncladVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NIroncladVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NIroncladVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NIroncladVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx._baseItemSize">
            <summary>
            The base size in pixels that we want our item icon to be at.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx.PropertyName._itemSprite">
            <summary>
            Cached name for the '_itemSprite' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx.PropertyName._flightTime">
            <summary>
            Cached name for the '_flightTime' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx.PropertyName._heightMultiplier">
            <summary>
            Cached name for the '_heightMultiplier' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx.PropertyName._horizontalCurve">
            <summary>
            Cached name for the '_horizontalCurve' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx.PropertyName._verticalCurve">
            <summary>
            Cached name for the '_verticalCurve' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx.PropertyName._rotationMultiplier">
            <summary>
            Cached name for the '_rotationMultiplier' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx.PropertyName._rotationInfluenceCurve">
            <summary>
            Cached name for the '_rotationInfluenceCurve' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx.PropertyName._sourcePosition">
            <summary>
            Cached name for the '_sourcePosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx.PropertyName._targetPosition">
            <summary>
            Cached name for the '_targetPosition' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NItemThrowVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossExplosionVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossExplosionVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossExplosionVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossExplosionVfx.MethodName.OnLeftEmbersStart">
            <summary>
            Cached name for the 'OnLeftEmbersStart' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossExplosionVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossExplosionVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossExplosionVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossExplosionVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossExplosionVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossExplosionVfx.PropertyName._explosionParticles">
            <summary>
            Cached name for the '_explosionParticles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossExplosionVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossExplosionVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossExplosionVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossExplosionVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossExplosionVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossExplosionVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.MethodName.OnAnimationStart">
            <summary>
            Cached name for the 'OnAnimationStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.MethodName.OnChargeSteamStart">
            <summary>
            Cached name for the 'OnChargeSteamStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.MethodName.OnChargeSteamEnd">
            <summary>
            Cached name for the 'OnChargeSteamEnd' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.MethodName.OnDeathSpitStart">
            <summary>
            Cached name for the 'OnDeathSpitStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.MethodName.OnDeathSpitEnd">
            <summary>
            Cached name for the 'OnDeathSpitEnd' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.MethodName.OnLeftEmbersStart">
            <summary>
            Cached name for the 'OnLeftEmbersStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.MethodName.OnPlowChunksStart">
            <summary>
            Cached name for the 'OnPlowChunksStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.MethodName.OnPlowChunksEnd">
            <summary>
            Cached name for the 'OnPlowChunksEnd' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.MethodName.OnRegenSplatsStart">
            <summary>
            Cached name for the 'OnRegenSplatsStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.MethodName.OnRegenSplatsEnd">
            <summary>
            Cached name for the 'OnRegenSplatsEnd' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.MethodName.OnRocketThrustStart">
            <summary>
            Cached name for the 'OnRocketThrustStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.MethodName.OnRocketThrustEnd">
            <summary>
            Cached name for the 'OnRocketThrustEnd' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.MethodName.OnClawLExplode">
            <summary>
            Cached name for the 'OnClawLExplode' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.PropertyName._regenSplatParticles">
            <summary>
            Cached name for the '_regenSplatParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.PropertyName._plowChunkParticles">
            <summary>
            Cached name for the '_plowChunkParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.PropertyName._steamParticles1">
            <summary>
            Cached name for the '_steamParticles1' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.PropertyName._steamParticles2">
            <summary>
            Cached name for the '_steamParticles2' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.PropertyName._steamParticles3">
            <summary>
            Cached name for the '_steamParticles3' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.PropertyName._smokeParticles">
            <summary>
            Cached name for the '_smokeParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.PropertyName._sparkParticles">
            <summary>
            Cached name for the '_sparkParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.PropertyName._spittleParticles">
            <summary>
            Cached name for the '_spittleParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.PropertyName._leftArmExplosionPosition">
            <summary>
            Cached name for the '_leftArmExplosionPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NKaiserCrabBossVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.MethodName.StartTrail1">
            <summary>
            Cached name for the 'StartTrail1' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.MethodName.StartTrail2">
            <summary>
            Cached name for the 'StartTrail2' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.MethodName.EndTrail1">
            <summary>
            Cached name for the 'EndTrail1' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.MethodName.EndTrail2">
            <summary>
            Cached name for the 'EndTrail2' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.MethodName.StartHay">
            <summary>
            Cached name for the 'StartHay' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.PropertyName._trail1">
            <summary>
            Cached name for the '_trail1' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.PropertyName._trail2">
            <summary>
            Cached name for the '_trail2' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.PropertyName._hay">
            <summary>
            Cached name for the '_hay' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NKinFollowerVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.MethodName.Fire">
            <summary>
            Cached name for the 'Fire' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.MethodName.OnTweenComplete">
            <summary>
            Cached name for the 'OnTweenComplete' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.PropertyName._beam">
            <summary>
            Cached name for the '_beam' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.PropertyName._beamHolder">
            <summary>
            Cached name for the '_beamHolder' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.PropertyName._staticParticles">
            <summary>
            Cached name for the '_staticParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.PropertyName._baseBeamScale">
            <summary>
            Cached name for the '_baseBeamScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.PropertyName._lengthTween">
            <summary>
            Cached name for the '_lengthTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.PropertyName._rotationTween">
            <summary>
            Cached name for the '_rotationTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestBeamVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestGrenadeVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestGrenadeVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestGrenadeVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestGrenadeVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestGrenadeVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestGrenadeVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestGrenadeVfx.PropertyName._cryptoParticles">
            <summary>
            Cached name for the '_cryptoParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestGrenadeVfx.PropertyName._noiseParticles">
            <summary>
            Cached name for the '_noiseParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestGrenadeVfx.PropertyName._explosionBase">
            <summary>
            Cached name for the '_explosionBase' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestGrenadeVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestGrenadeVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestGrenadeVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestGrenadeVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestGrenadeVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestGrenadeVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestVfx.MethodName.StartSparks">
            <summary>
            Cached name for the 'StartSparks' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestVfx.MethodName.EndSparks">
            <summary>
            Cached name for the 'EndSparks' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestVfx.MethodName.FireLaser">
            <summary>
            Cached name for the 'FireLaser' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestVfx.PropertyName._sparkParticles">
            <summary>
            Cached name for the '_sparkParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestVfx.PropertyName._beamVfx">
            <summary>
            Cached name for the '_beamVfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NKinPriestVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.MethodName.OnAnimationStart">
            <summary>
            Cached name for the 'OnAnimationStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.MethodName.OnExplode">
            <summary>
            Cached name for the 'OnExplode' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.MethodName.OnTakeDamage">
            <summary>
            Cached name for the 'OnTakeDamage' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.MethodName.OnBurningStart">
            <summary>
            Cached name for the 'OnBurningStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.MethodName.OnEmbersStart">
            <summary>
            Cached name for the 'OnEmbersStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.MethodName.OnThinEmbersStart">
            <summary>
            Cached name for the 'OnThinEmbersStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.MethodName.OnBurningEnd">
            <summary>
            Cached name for the 'OnBurningEnd' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.MethodName.OnEmbersEnd">
            <summary>
            Cached name for the 'OnEmbersEnd' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.MethodName.OnThinEmbersEnd">
            <summary>
            Cached name for the 'OnThinEmbersEnd' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.PropertyName._fireNode1">
            <summary>
            Cached name for the '_fireNode1' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.PropertyName._fireNode2">
            <summary>
            Cached name for the '_fireNode2' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.PropertyName._fireNode3">
            <summary>
            Cached name for the '_fireNode3' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.PropertyName._fireNode4">
            <summary>
            Cached name for the '_fireNode4' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.PropertyName._explosionParticles">
            <summary>
            Cached name for the '_explosionParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.PropertyName._damageParticles">
            <summary>
            Cached name for the '_damageParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.PropertyName._emberParticles">
            <summary>
            Cached name for the '_emberParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.PropertyName._thinEmberParticles">
            <summary>
            Cached name for the '_thinEmberParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NKnowledgeDemonVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.MethodName.GetProjectileDirection">
            <summary>
            Cached name for the 'GetProjectileDirection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.MethodName.GetTopPosition">
            <summary>
            Cached name for the 'GetTopPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.MethodName.Initialize">
            <summary>
            Cached name for the 'Initialize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.MethodName.ModulateParticles">
            <summary>
            Cached name for the 'ModulateParticles' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.PropertyName.WaitTime">
            <summary>
            Cached name for the 'WaitTime' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.PropertyName._anticipationParticles">
            <summary>
            Cached name for the '_anticipationParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.PropertyName._projectileStartParticles">
            <summary>
            Cached name for the '_projectileStartParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.PropertyName._projectileParticles">
            <summary>
            Cached name for the '_projectileParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.PropertyName._impactParticles">
            <summary>
            Cached name for the '_impactParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.PropertyName._modulateParticles">
            <summary>
            Cached name for the '_modulateParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.PropertyName._anticipationContainer">
            <summary>
            Cached name for the '_anticipationContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.PropertyName._anticipationDuration">
            <summary>
            Cached name for the '_anticipationDuration' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.PropertyName._projectileContainer">
            <summary>
            Cached name for the '_projectileContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.PropertyName._projectileStartPoint">
            <summary>
            Cached name for the '_projectileStartPoint' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.PropertyName._projectileEndPoint">
            <summary>
            Cached name for the '_projectileEndPoint' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.PropertyName._projectileOffset">
            <summary>
            Cached name for the '_projectileOffset' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NLargeMagicMissileVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NLaserVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLaserVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLaserVfx.MethodName.ExtendLaser">
            <summary>
            Cached name for the 'ExtendLaser' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLaserVfx.MethodName.RetractLaser">
            <summary>
            Cached name for the 'RetractLaser' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLaserVfx.MethodName.ResetLaser">
            <summary>
            Cached name for the 'ResetLaser' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLaserVfx.MethodName.SetLaserColor">
            <summary>
            Cached name for the 'SetLaserColor' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLaserVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLaserVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLaserVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NLaserVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLaserVfx.PropertyName._animNode">
            <summary>
            Cached name for the '_animNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLaserVfx.PropertyName._targetingBone">
            <summary>
            Cached name for the '_targetingBone' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLaserVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLaserVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLaserVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLaserVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLaserVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NLaserVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NLineBurstVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLineBurstVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLineBurstVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLineBurstVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLineBurstVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLineBurstVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NLineBurstVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLineBurstVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLineBurstVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NLineBurstVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NLiquidOverlayVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLiquidOverlayVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLiquidOverlayVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLiquidOverlayVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLiquidOverlayVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLiquidOverlayVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NLiquidOverlayVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLiquidOverlayVfx.PropertyName._tint">
            <summary>
            Cached name for the '_tint' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLiquidOverlayVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLiquidOverlayVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLiquidOverlayVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLiquidOverlayVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLiquidOverlayVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NLiquidOverlayVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.MethodName.OnAttackStart">
            <summary>
            Cached name for the 'OnAttackStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.MethodName.OnAttackEnd">
            <summary>
            Cached name for the 'OnAttackEnd' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.MethodName.OnHurtStart">
            <summary>
            Cached name for the 'OnHurtStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.MethodName.OnHurtEnd">
            <summary>
            Cached name for the 'OnHurtEnd' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.MethodName.OnDebuffStart">
            <summary>
            Cached name for the 'OnDebuffStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.MethodName.OnDebuffEnd">
            <summary>
            Cached name for the 'OnDebuffEnd' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.MethodName.OnDissipate">
            <summary>
            Cached name for the 'OnDissipate' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.MethodName.DissipateFunction">
            <summary>
            Cached name for the 'DissipateFunction' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.MethodName.OnDeathBreathStart">
            <summary>
            Cached name for the 'OnDeathBreathStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.MethodName.OnDeathBreathEnd">
            <summary>
            Cached name for the 'OnDeathBreathEnd' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.MethodName.OnReconstitute">
            <summary>
            Cached name for the 'OnReconstitute' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.PropertyName._attackPuffParticles">
            <summary>
            Cached name for the '_attackPuffParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.PropertyName._attackSparkParticles">
            <summary>
            Cached name for the '_attackSparkParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.PropertyName._debuffPuffParticles">
            <summary>
            Cached name for the '_debuffPuffParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.PropertyName._gasPuffParticles">
            <summary>
            Cached name for the '_gasPuffParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NLivingGasVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NLostAndForgottenVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLostAndForgottenVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLostAndForgottenVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLostAndForgottenVfx.MethodName.OnDustStart">
            <summary>
            Cached name for the 'OnDustStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLostAndForgottenVfx.MethodName.OnDustStop">
            <summary>
            Cached name for the 'OnDustStop' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLostAndForgottenVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLostAndForgottenVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLostAndForgottenVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NLostAndForgottenVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLostAndForgottenVfx.PropertyName._dustParticles">
            <summary>
            Cached name for the '_dustParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NLostAndForgottenVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLostAndForgottenVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLostAndForgottenVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLostAndForgottenVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLostAndForgottenVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NLostAndForgottenVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NLostAndForgottenVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMapCircleVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMapCircleVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMapCircleVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapCircleVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapCircleVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapCircleVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMapCircleVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMapCircleVfx.PropertyName._image">
            <summary>
            Cached name for the '_image' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMapCircleVfx.PropertyName._playAnim">
            <summary>
            Cached name for the '_playAnim' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapCircleVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapCircleVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapCircleVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapCircleVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapCircleVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMapCircleVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMapNodeSelectVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMapNodeSelectVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMapNodeSelectVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMapNodeSelectVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapNodeSelectVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapNodeSelectVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapNodeSelectVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMapNodeSelectVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMapNodeSelectVfx.PropertyName._lifeTimer">
            <summary>
            Cached name for the '_lifeTimer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMapNodeSelectVfx.PropertyName._particles">
            <summary>
            Cached name for the '_particles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapNodeSelectVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapNodeSelectVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapNodeSelectVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapNodeSelectVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapNodeSelectVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMapNodeSelectVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMapPingVfx">
            <summary>
            VFX that plays when a remote player double-clicks a map node.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMapPingVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMapPingVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMapPingVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMapPingVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapPingVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapPingVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapPingVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMapPingVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMapPingVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapPingVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapPingVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapPingVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapPingVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMapPingVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMapPingVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.MethodName.OnAnimationStart">
            <summary>
            Cached name for the 'OnAnimationStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.MethodName.TurnOnFlameThrower">
            <summary>
            Cached name for the 'TurnOnFlameThrower' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.MethodName.TurnOffFlameThrower">
            <summary>
            Cached name for the 'TurnOffFlameThrower' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.MethodName.TurnOnEngine">
            <summary>
            Cached name for the 'TurnOnEngine' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.MethodName.TurnOffEngine">
            <summary>
            Cached name for the 'TurnOffEngine' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.PropertyName._flameThrowerParticlesDark">
            <summary>
            Cached name for the '_flameThrowerParticlesDark' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.PropertyName._flameThrowerParticlesLight">
            <summary>
            Cached name for the '_flameThrowerParticlesLight' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.PropertyName._cinderParticles">
            <summary>
            Cached name for the '_cinderParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.PropertyName._glowParticles">
            <summary>
            Cached name for the '_glowParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.PropertyName._engineParticles">
            <summary>
            Cached name for the '_engineParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.PropertyName._engineParticlesDark">
            <summary>
            Cached name for the '_engineParticlesDark' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMechaKnightVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.MethodName.Initialize">
            <summary>
            Cached name for the 'Initialize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.MethodName.SetMinionVisible">
            <summary>
            Cached name for the 'SetMinionVisible' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.MethodName.UpdateMinionSprite">
            <summary>
            Cached name for the 'UpdateMinionSprite' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName.SourceFinalPosition">
            <summary>
            Cached name for the 'SourceFinalPosition' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName.DestinationFinalPosition">
            <summary>
            Cached name for the 'DestinationFinalPosition' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName._minionSprite">
            <summary>
            Cached name for the '_minionSprite' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName._minionTextures">
            <summary>
            Cached name for the '_minionTextures' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName._minionAnimator">
            <summary>
            Cached name for the '_minionAnimator' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName._minionAnimations">
            <summary>
            Cached name for the '_minionAnimations' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName._minionVfx">
            <summary>
            Cached name for the '_minionVfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName._fallingTrail">
            <summary>
            Cached name for the '_fallingTrail' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName._fallingVfx">
            <summary>
            Cached name for the '_fallingVfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName._impactVfx">
            <summary>
            Cached name for the '_impactVfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName._flightTime">
            <summary>
            Cached name for the '_flightTime' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName._fallingVfxEntryTime">
            <summary>
            Cached name for the '_fallingVfxEntryTime' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName._horizontalCurve">
            <summary>
            Cached name for the '_horizontalCurve' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName._verticalCurve">
            <summary>
            Cached name for the '_verticalCurve' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName._textureCurve">
            <summary>
            Cached name for the '_textureCurve' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName._maxHeight">
            <summary>
            Cached name for the '_maxHeight' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName._sourceOffset">
            <summary>
            Cached name for the '_sourceOffset' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName._destinationOffset">
            <summary>
            Cached name for the '_destinationOffset' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName._previousIndex">
            <summary>
            Cached name for the '_previousIndex' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName._sourcePosition">
            <summary>
            Cached name for the '_sourcePosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.PropertyName._destinationPosition">
            <summary>
            Cached name for the '_destinationPosition' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMinionDiveBombVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.PropertyName._mask1">
            <summary>
            Cached name for the '_mask1' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.PropertyName._reflection1">
            <summary>
            Cached name for the '_reflection1' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.PropertyName._mask2">
            <summary>
            Cached name for the '_mask2' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.PropertyName._reflection2">
            <summary>
            Cached name for the '_reflection2' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.PropertyName._mask3">
            <summary>
            Cached name for the '_mask3' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.PropertyName._reflection3">
            <summary>
            Cached name for the '_reflection3' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.PropertyName._noise">
            <summary>
            Cached name for the '_noise' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.PropertyName._totalTime">
            <summary>
            Cached name for the '_totalTime' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMirrorVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMonsterDeathVfx.Create(MegaCrit.Sts2.Core.Nodes.Combat.NCreature,System.Threading.CancellationToken)">
            <summary>
            Creates an instance of NMonsterDeathVfx for the specified creature.
            </summary>
            <param name="creatureNode">The creature node.</param>
            <param name="cancelToken">The cancellation token.</param>
            <returns>The created NMonsterDeathVfx instance, or null if cancellation is requested or NCombatRoom.Instance is null.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMonsterDeathVfx.Create(System.Collections.Generic.List{MegaCrit.Sts2.Core.Nodes.Combat.NCreature})">
            <summary>
            Creates an instance of NMonsterDeathVfx for the specified creature.
            This should be used on creatures like the Decimillipede that are made of several different creatures that fade
            out together.
            </summary>
            <param name="creatureNodes">The creature nodes.</param>
            <returns>The created NMonsterDeathVfx instance, or null if cancellation is requested or NCombatRoom.Instance is null.</returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMonsterDeathVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMonsterDeathVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMonsterDeathVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMonsterDeathVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMonsterDeathVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMyteVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMyteVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMyteVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMyteVfx.MethodName.StartCast">
            <summary>
            Cached name for the 'StartCast' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMyteVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMyteVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMyteVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMyteVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMyteVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NMyteVfx.PropertyName._targetBone">
            <summary>
            Cached name for the '_targetBone' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMyteVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMyteVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMyteVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMyteVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NMyteVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NMyteVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NNecrobinderVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NNecrobinderVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NNecrobinderVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NNecrobinderVfx.MethodName.UpdateFlameVisibility">
            <summary>
            Cached name for the 'UpdateFlameVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NNecrobinderVfx.MethodName.OnScytheFlame1">
            <summary>
            Cached name for the 'OnScytheFlame1' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NNecrobinderVfx.MethodName.OnScytheFlame2">
            <summary>
            Cached name for the 'OnScytheFlame2' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NNecrobinderVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NNecrobinderVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NNecrobinderVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NNecrobinderVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NNecrobinderVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NNecrobinderVfx.PropertyName._headRef">
            <summary>
            Cached name for the '_headRef' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NNecrobinderVfx.PropertyName._scytheFireParticles1">
            <summary>
            Cached name for the '_scytheFireParticles1' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NNecrobinderVfx.PropertyName._scytheFireParticles2">
            <summary>
            Cached name for the '_scytheFireParticles2' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NNecrobinderVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NNecrobinderVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NNecrobinderVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NNecrobinderVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NNecrobinderVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NNecrobinderVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.MethodName.OnAnimationStart">
            <summary>
            Cached name for the 'OnAnimationStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.MethodName.TurnOnSprayAttack">
            <summary>
            Cached name for the 'TurnOnSprayAttack' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.MethodName.TurnOffSprayAttack">
            <summary>
            Cached name for the 'TurnOffSprayAttack' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.MethodName.TurnOnSlamSpray">
            <summary>
            Cached name for the 'TurnOnSlamSpray' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.MethodName.TurnOffSlamSpray">
            <summary>
            Cached name for the 'TurnOffSlamSpray' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.MethodName.TurnOnDeathSpray">
            <summary>
            Cached name for the 'TurnOnDeathSpray' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.MethodName.TurnOffDeathSpray">
            <summary>
            Cached name for the 'TurnOffDeathSpray' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.MethodName.TurnOnDrool">
            <summary>
            Cached name for the 'TurnOnDrool' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.MethodName.TurnOffDrool">
            <summary>
            Cached name for the 'TurnOffDrool' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.PropertyName._droolParticles">
            <summary>
            Cached name for the '_droolParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.PropertyName._sprayParticles">
            <summary>
            Cached name for the '_sprayParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.PropertyName._rainDropParticles">
            <summary>
            Cached name for the '_rainDropParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NOilSpillVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NParafrightVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NParafrightVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NParafrightVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NParafrightVfx.MethodName.OnParticlesStart">
            <summary>
            Cached name for the 'OnParticlesStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NParafrightVfx.MethodName.OnParticlesEnd">
            <summary>
            Cached name for the 'OnParticlesEnd' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NParafrightVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NParafrightVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NParafrightVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NParafrightVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NParafrightVfx.PropertyName._particles">
            <summary>
            Cached name for the '_particles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NParafrightVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NParafrightVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NParafrightVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NParafrightVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NParafrightVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NParafrightVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPhantasmalGardenerVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPhantasmalGardenerVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPhantasmalGardenerVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPhantasmalGardenerVfx.MethodName.OnSpewStart">
            <summary>
            Cached name for the 'OnSpewStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPhantasmalGardenerVfx.MethodName.OnSpewEnd">
            <summary>
            Cached name for the 'OnSpewEnd' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPhantasmalGardenerVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPhantasmalGardenerVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPhantasmalGardenerVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPhantasmalGardenerVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPhantasmalGardenerVfx.PropertyName._spewParticles">
            <summary>
            Cached name for the '_spewParticles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPhantasmalGardenerVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPhantasmalGardenerVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPhantasmalGardenerVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPhantasmalGardenerVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPhantasmalGardenerVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPhantasmalGardenerVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.MethodName.OnAnimationStart">
            <summary>
            Cached name for the 'OnAnimationStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.MethodName.TurnOnInfect">
            <summary>
            Cached name for the 'TurnOnInfect' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.MethodName.TurnOffInfect">
            <summary>
            Cached name for the 'TurnOffInfect' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.MethodName.StartExplode">
            <summary>
            Cached name for the 'StartExplode' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.PropertyName._bubbleParticlesA">
            <summary>
            Cached name for the '_bubbleParticlesA' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.PropertyName._bubbleParticlesB">
            <summary>
            Cached name for the '_bubbleParticlesB' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.PropertyName._bubbleParticlesC">
            <summary>
            Cached name for the '_bubbleParticlesC' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.PropertyName._gooParticlesDeath">
            <summary>
            Cached name for the '_gooParticlesDeath' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.PropertyName._wormParticlesDeath">
            <summary>
            Cached name for the '_wormParticlesDeath' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPhrogParasiteVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPoisonImpactVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPoisonImpactVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPoisonImpactVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPoisonImpactVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPoisonImpactVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPoisonImpactVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPoisonImpactVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPoisonImpactVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPoisonImpactVfx.PropertyName._impactParticles">
            <summary>
            Cached name for the '_impactParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPoisonImpactVfx.PropertyName._horizontalSmokeContainer">
            <summary>
            Cached name for the '_horizontalSmokeContainer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPoisonImpactVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPoisonImpactVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPoisonImpactVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPoisonImpactVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPoisonImpactVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPoisonImpactVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPotionFlashVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPotionFlashVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPotionFlashVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPotionFlashVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPotionFlashVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPotionFlashVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPotionFlashVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPotionFlashVfx.PropertyName._flash">
            <summary>
            Cached name for the '_flash' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPotionFlashVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPotionFlashVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPotionFlashVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPotionFlashVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPotionFlashVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPotionFlashVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedVfx.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedVfx.PropertyName._iconEcho">
            <summary>
            Cached name for the '_iconEcho' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedVfx.PropertyName._powerField">
            <summary>
            Cached name for the '_powerField' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedVfx.PropertyName._amount">
            <summary>
            Cached name for the '_amount' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedVfx.PropertyName._isBuff">
            <summary>
            Cached name for the '_isBuff' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedVfx.PropertyName._textTween">
            <summary>
            Cached name for the '_textTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedVfx.PropertyName._spriteTween">
            <summary>
            Cached name for the '_spriteTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerFlashVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerFlashVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerFlashVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerFlashVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerFlashVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerFlashVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerFlashVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerFlashVfx.PropertyName._sprite">
            <summary>
            Cached name for the '_sprite' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerFlashVfx.PropertyName._spriteTween">
            <summary>
            Cached name for the '_spriteTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerFlashVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerFlashVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerFlashVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerFlashVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerFlashVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerFlashVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerRemovedVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerRemovedVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerRemovedVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerRemovedVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerRemovedVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerRemovedVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerRemovedVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerRemovedVfx.PropertyName._sprite">
            <summary>
            Cached name for the '_sprite' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerRemovedVfx.PropertyName._powerField">
            <summary>
            Cached name for the '_powerField' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerRemovedVfx.PropertyName._vfxContainer">
            <summary>
            Cached name for the '_vfxContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerRemovedVfx.PropertyName._textTween">
            <summary>
            Cached name for the '_textTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerRemovedVfx.PropertyName._positionTween">
            <summary>
            Cached name for the '_positionTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerRemovedVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerRemovedVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerRemovedVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerRemovedVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerRemovedVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerRemovedVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerUpVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerUpVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerUpVfx.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerUpVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerUpVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerUpVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerUpVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerUpVfx.PropertyName._timer">
            <summary>
            Cached name for the '_timer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerUpVfx.PropertyName._creatureVisuals">
            <summary>
            Cached name for the '_creatureVisuals' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerUpVfx.PropertyName._backVfx">
            <summary>
            Cached name for the '_backVfx' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerUpVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerUpVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerUpVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerUpVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerUpVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerUpVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NQueenVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NQueenVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NQueenVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NQueenVfx.MethodName.OnAnimationStart">
            <summary>
            Cached name for the 'OnAnimationStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NQueenVfx.MethodName.StartAttack">
            <summary>
            Cached name for the 'StartAttack' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NQueenVfx.MethodName.EndAttack">
            <summary>
            Cached name for the 'EndAttack' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NQueenVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NQueenVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NQueenVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NQueenVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NQueenVfx.PropertyName._spineNode">
            <summary>
            Cached name for the '_spineNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NQueenVfx.PropertyName._sprayParticles">
            <summary>
            Cached name for the '_sprayParticles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NQueenVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NQueenVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NQueenVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NQueenVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NQueenVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NQueenVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRadialBlurVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRadialBlurVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRadialBlurVfx.MethodName.Activate">
            <summary>
            Cached name for the 'Activate' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRadialBlurVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRadialBlurVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRadialBlurVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRadialBlurVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRadialBlurVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRadialBlurVfx.PropertyName._blurShader">
            <summary>
            Cached name for the '_blurShader' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRadialBlurVfx.PropertyName._vfxPosition">
            <summary>
            Cached name for the '_vfxPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRadialBlurVfx.PropertyName._rect">
            <summary>
            Cached name for the '_rect' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRadialBlurVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRadialBlurVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRadialBlurVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRadialBlurVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRadialBlurVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRadialBlurVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRadialBlurVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRainVfx">
            <summary>
            Oscillates the rain direction from -20 to 20 degrees rapidly (exaggerated so effect can be seen clearly)
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRainVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRainVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRainVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRainVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRainVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRainVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRainVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRainVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRainVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.OnAnimationStart(Godot.GodotObject,Godot.GodotObject,Godot.GodotObject)">
            <summary>
            Check if we want to make sure we turn off any vfx between animations. We have to do this if the animation that
            is supposed to turn off the vfx is interrupted early.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.MethodName.TurnOnDying">
            <summary>
            Cached name for the 'TurnOnDying' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.MethodName.TurnOnDying2">
            <summary>
            Cached name for the 'TurnOnDying2' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.MethodName.TurnOffDying">
            <summary>
            Cached name for the 'TurnOffDying' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.MethodName.Explode">
            <summary>
            Cached name for the 'Explode' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.MethodName.DisableExplode">
            <summary>
            Cached name for the 'DisableExplode' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.MethodName.Attack">
            <summary>
            Cached name for the 'Attack' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.MethodName.OnAnimationStart">
            <summary>
            Cached name for the 'OnAnimationStart' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.PropertyName._deathParticlesArm">
            <summary>
            Cached name for the '_deathParticlesArm' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.PropertyName._deathParticlesChest">
            <summary>
            Cached name for the '_deathParticlesChest' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.PropertyName._deathParticlesBack">
            <summary>
            Cached name for the '_deathParticlesBack' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.PropertyName._deathParticlesLeg">
            <summary>
            Cached name for the '_deathParticlesLeg' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.PropertyName._deathParticlesLegL">
            <summary>
            Cached name for the '_deathParticlesLegL' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.PropertyName._explosionParticles">
            <summary>
            Cached name for the '_explosionParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.PropertyName._attackParticlesSmall">
            <summary>
            Cached name for the '_attackParticlesSmall' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.PropertyName._attackParticlesSmall2">
            <summary>
            Cached name for the '_attackParticlesSmall2' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.PropertyName._attackParticlesLarge">
            <summary>
            Cached name for the '_attackParticlesLarge' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.PropertyName._curWeapon">
            <summary>
            Cached name for the '_curWeapon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRegentVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRelicFlashVfx">
            <summary>
            Renders 3 additive blended images of a relic above a creature
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRelicFlashVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRelicFlashVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRelicFlashVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRelicFlashVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRelicFlashVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRelicFlashVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRelicFlashVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRelicFlashVfx.PropertyName._sprite">
            <summary>
            Cached name for the '_sprite' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRelicFlashVfx.PropertyName._sprite2">
            <summary>
            Cached name for the '_sprite2' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRelicFlashVfx.PropertyName._sprite3">
            <summary>
            Cached name for the '_sprite3' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRelicFlashVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRelicFlashVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRelicFlashVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRelicFlashVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRelicFlashVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRelicFlashVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRelicFlashVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.Extinguish">
            <summary>
            Extinguish the fire.
            NOTE: This is public because it'll be used by front-end rest site classes in the future.
            Remove this note once we actually use it and Rider stops warning us.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.MethodName.Flicker">
            <summary>
            Cached name for the 'Flicker' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.MethodName.Sway">
            <summary>
            Cached name for the 'Sway' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.MethodName.Extinguish">
            <summary>
            Cached name for the 'Extinguish' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.PropertyName._minFlickerScale">
            <summary>
            Cached name for the '_minFlickerScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.PropertyName._maxFlickerScale">
            <summary>
            Cached name for the '_maxFlickerScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.PropertyName._minFlickerTime">
            <summary>
            Cached name for the '_minFlickerTime' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.PropertyName._maxFlickerTime">
            <summary>
            Cached name for the '_maxFlickerTime' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.PropertyName._minSkew">
            <summary>
            Cached name for the '_minSkew' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.PropertyName._maxSkew">
            <summary>
            Cached name for the '_maxSkew' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.PropertyName._minSkewTime">
            <summary>
            Cached name for the '_minSkewTime' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.PropertyName._maxSkewTime">
            <summary>
            Cached name for the '_maxSkewTime' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.PropertyName._extinguishTime">
            <summary>
            Cached name for the '_extinguishTime' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.PropertyName._enabled">
            <summary>
            Cached name for the '_enabled' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.PropertyName._cpuGlowParticles">
            <summary>
            Cached name for the '_cpuGlowParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.PropertyName._gpuSparkParticles">
            <summary>
            Cached name for the '_gpuSparkParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.PropertyName._baseScale">
            <summary>
            Cached name for the '_baseScale' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.PropertyName._baseSkew">
            <summary>
            Cached name for the '_baseSkew' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.PropertyName._scaleTweenRef">
            <summary>
            Cached name for the '_scaleTweenRef' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSiteFireVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSmokeVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSmokeVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSmokeVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSmokeVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSmokeVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSmokeVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSmokeVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSmokeVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSmokeVfx.PropertyName._clouds">
            <summary>
            Cached name for the '_clouds' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSmokeVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSmokeVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSmokeVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSmokeVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSmokeVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRestSmokeVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.Create(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature},System.Decimal,System.Nullable{Godot.Vector2})">
            <summary>
            Creates VFX for rolling boulder.
            </summary>
            <param name="creatures">The creatures that will be hit by the boulder.</param>
            <param name="damage">The amount of damage the boulder will do. Affects the size and speed of the boulder. This
            class does _not_ deal this damage to the creatures.</param>
            <param name="debugFinalPosition">If running in a test scene without NCombatRoom, this is where the creature to
            hit is located.</param>
            <returns>VFX, or null if in tests.</returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.MethodName.CleanUpBeforeEarlyExit">
            <summary>
            Cached name for the 'CleanUpBeforeEarlyExit' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.PropertyName._boulder">
            <summary>
            Cached name for the '_boulder' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.PropertyName._shadow">
            <summary>
            Cached name for the '_shadow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.PropertyName._slamBehind">
            <summary>
            Cached name for the '_slamBehind' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.PropertyName._slamFront">
            <summary>
            Cached name for the '_slamFront' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.SignalName.HitCreature">
            <summary>
            Cached name for the 'HitCreature' signal.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.SignalName.Finished">
            <summary>
            Cached name for the 'Finished' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.HitCreature">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.HitCreatureEventHandler"/>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.Finished">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.FinishedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NRollingBoulderVfx.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NScratchVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NScratchVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NScratchVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NScratchVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NScratchVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NScratchVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NScratchVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NScratchVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NScratchVfx.PropertyName._anticipationParticles">
            <summary>
            Cached name for the '_anticipationParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NScratchVfx.PropertyName._impactParticles">
            <summary>
            Cached name for the '_impactParticles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NScratchVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NScratchVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NScratchVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NScratchVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NScratchVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NScratchVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NScreamVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NScreamVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NScreamVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NScreamVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NScreamVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NScreamVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NScreamVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NScreamVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NScreamVfx.PropertyName._continuousParticles">
            <summary>
            Cached name for the '_continuousParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NScreamVfx.PropertyName._oneShotParticles">
            <summary>
            Cached name for the '_oneShotParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NScreamVfx.PropertyName._duration">
            <summary>
            Cached name for the '_duration' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NScreamVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NScreamVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NScreamVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NScreamVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NScreamVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NScreamVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSeapunkVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSeapunkVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSeapunkVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSeapunkVfx.MethodName.StartBubbles">
            <summary>
            Cached name for the 'StartBubbles' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSeapunkVfx.MethodName.StartWeeds">
            <summary>
            Cached name for the 'StartWeeds' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSeapunkVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSeapunkVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSeapunkVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSeapunkVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSeapunkVfx.PropertyName._bubbleParticles">
            <summary>
            Cached name for the '_bubbleParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSeapunkVfx.PropertyName._weedParticles">
            <summary>
            Cached name for the '_weedParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSeapunkVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSeapunkVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSeapunkVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSeapunkVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSeapunkVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSeapunkVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSeapunkVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.MethodName.ScaleCoralTo">
            <summary>
            Cached name for the 'ScaleCoralTo' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.MethodName.OnDeathStart">
            <summary>
            Cached name for the 'OnDeathStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.MethodName.OnDeathEnd">
            <summary>
            Cached name for the 'OnDeathEnd' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.MethodName.OnDarknessStart">
            <summary>
            Cached name for the 'OnDarknessStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.MethodName.OnDarknessEnd">
            <summary>
            Cached name for the 'OnDarknessEnd' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.MethodName.OnChomp">
            <summary>
            Cached name for the 'OnChomp' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.MethodName.OnGrow">
            <summary>
            Cached name for the 'OnGrow' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.PropertyName._deathParticles">
            <summary>
            Cached name for the '_deathParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.PropertyName._buffParticles">
            <summary>
            Cached name for the '_buffParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.PropertyName._chompParticles">
            <summary>
            Cached name for the '_chompParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.PropertyName._scaleNode">
            <summary>
            Cached name for the '_scaleNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.PropertyName._keyDown">
            <summary>
            Cached name for the '_keyDown' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.PropertyName._onState">
            <summary>
            Cached name for the '_onState' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSewerClamVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NShivThrowVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NShivThrowVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NShivThrowVfx.MethodName.ApplyTint">
            <summary>
            Cached name for the 'ApplyTint' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NShivThrowVfx.MethodName.ApplyRotation">
            <summary>
            Cached name for the 'ApplyRotation' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NShivThrowVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NShivThrowVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NShivThrowVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NShivThrowVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NShivThrowVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NShivThrowVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NShivThrowVfx.PropertyName._throwParticles">
            <summary>
            Cached name for the '_throwParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NShivThrowVfx.PropertyName._impactParticles">
            <summary>
            Cached name for the '_impactParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NShivThrowVfx.PropertyName._modulateParticles">
            <summary>
            Cached name for the '_modulateParticles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NShivThrowVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NShivThrowVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NShivThrowVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NShivThrowVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NShivThrowVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NShivThrowVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSkulkingColonyVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSkulkingColonyVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSkulkingColonyVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSkulkingColonyVfx.MethodName.DamageHandler">
            <summary>
            Cached name for the 'DamageHandler' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSkulkingColonyVfx.MethodName.DeathHandler">
            <summary>
            Cached name for the 'DeathHandler' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSkulkingColonyVfx.MethodName.PoofHandler">
            <summary>
            Cached name for the 'PoofHandler' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSkulkingColonyVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSkulkingColonyVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSkulkingColonyVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSkulkingColonyVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSkulkingColonyVfx.PropertyName._particles1">
            <summary>
            Cached name for the '_particles1' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSkulkingColonyVfx.PropertyName._wideParticles">
            <summary>
            Cached name for the '_wideParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSkulkingColonyVfx.PropertyName._poofParticles">
            <summary>
            Cached name for the '_poofParticles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSkulkingColonyVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSkulkingColonyVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSkulkingColonyVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSkulkingColonyVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSkulkingColonyVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSkulkingColonyVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSleepingVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSleepingVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSleepingVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSleepingVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSleepingVfx.MethodName.Play">
            <summary>
            Cached name for the 'Play' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSleepingVfx.MethodName.SetFloatingDirection">
            <summary>
            Cached name for the 'SetFloatingDirection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSleepingVfx.MethodName.Stop">
            <summary>
            Cached name for the 'Stop' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSleepingVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSleepingVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSleepingVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSleepingVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSleepingVfx.PropertyName._burstParticles">
            <summary>
            Cached name for the '_burstParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSleepingVfx.PropertyName._continuousParticles">
            <summary>
            Cached name for the '_continuousParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSleepingVfx.PropertyName._zParticles">
            <summary>
            Cached name for the '_zParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSleepingVfx.PropertyName._localizedZTexture">
            <summary>
            Cached name for the '_localizedZTexture' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSleepingVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSleepingVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSleepingVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSleepingVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSleepingVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSleepingVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSlimedBerserkerVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSlimedBerserkerVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSlimedBerserkerVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSlimedBerserkerVfx.MethodName.StartGooParticles">
            <summary>
            Cached name for the 'StartGooParticles' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSlimedBerserkerVfx.MethodName.StopGooParticles">
            <summary>
            Cached name for the 'StopGooParticles' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSlimedBerserkerVfx.MethodName.StopVomitParticles">
            <summary>
            Cached name for the 'StopVomitParticles' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSlimedBerserkerVfx.MethodName.StartVomitParticles">
            <summary>
            Cached name for the 'StartVomitParticles' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSlimedBerserkerVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSlimedBerserkerVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSlimedBerserkerVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSlimedBerserkerVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSlimedBerserkerVfx.PropertyName._gooParticlesR">
            <summary>
            Cached name for the '_gooParticlesR' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSlimedBerserkerVfx.PropertyName._gooParticlesL">
            <summary>
            Cached name for the '_gooParticlesL' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSlimedBerserkerVfx.PropertyName._gooParticlesVomit">
            <summary>
            Cached name for the '_gooParticlesVomit' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSlimedBerserkerVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSlimedBerserkerVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSlimedBerserkerVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSlimedBerserkerVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSlimedBerserkerVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSlimedBerserkerVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSlimedBerserkerVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.MethodName.GetProjectileDirection">
            <summary>
            Cached name for the 'GetProjectileDirection' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.MethodName.GetTopPosition">
            <summary>
            Cached name for the 'GetTopPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.MethodName.Initialize">
            <summary>
            Cached name for the 'Initialize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.MethodName.ModulateParticles">
            <summary>
            Cached name for the 'ModulateParticles' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.PropertyName.WaitTime">
            <summary>
            Cached name for the 'WaitTime' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.PropertyName._anticipationParticles">
            <summary>
            Cached name for the '_anticipationParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.PropertyName._projectileStartParticles">
            <summary>
            Cached name for the '_projectileStartParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.PropertyName._projectileParticles">
            <summary>
            Cached name for the '_projectileParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.PropertyName._impactParticles">
            <summary>
            Cached name for the '_impactParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.PropertyName._modulateParticles">
            <summary>
            Cached name for the '_modulateParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.PropertyName._anticipationContainer">
            <summary>
            Cached name for the '_anticipationContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.PropertyName._anticipationDuration">
            <summary>
            Cached name for the '_anticipationDuration' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.PropertyName._projectileContainer">
            <summary>
            Cached name for the '_projectileContainer' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.PropertyName._projectileStartPoint">
            <summary>
            Cached name for the '_projectileStartPoint' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.PropertyName._projectileEndPoint">
            <summary>
            Cached name for the '_projectileEndPoint' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.PropertyName._projectileOffset">
            <summary>
            Cached name for the '_projectileOffset' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSmallMagicMissileVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokePuffVfx">
            <summary>
            A nice puff of smoke used by cards and potions.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokePuffVfx.SmokePuffColor">
            <summary>
            Special vfx-only enum as passing in any color can be problematic.
            Color treatments require bespoke tuning (i.e. the color of the associated embers)
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokePuffVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokePuffVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokePuffVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokePuffVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokePuffVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokePuffVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokePuffVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokePuffVfx.PropertyName._clouds">
            <summary>
            Cached name for the '_clouds' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokePuffVfx.PropertyName._ember">
            <summary>
            Cached name for the '_ember' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokePuffVfx.PropertyName._color">
            <summary>
            Cached name for the '_color' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokePuffVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokePuffVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokePuffVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokePuffVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokePuffVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokePuffVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokyVignetteVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokyVignetteVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokyVignetteVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokyVignetteVfx.MethodName.Reset">
            <summary>
            Cached name for the 'Reset' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokyVignetteVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokyVignetteVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokyVignetteVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokyVignetteVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokyVignetteVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokyVignetteVfx.PropertyName._highlights">
            <summary>
            Cached name for the '_highlights' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokyVignetteVfx.PropertyName._targetColor">
            <summary>
            Cached name for the '_targetColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokyVignetteVfx.PropertyName._highlightColor">
            <summary>
            Cached name for the '_highlightColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokyVignetteVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokyVignetteVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokyVignetteVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokyVignetteVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokyVignetteVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokyVignetteVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSmokyVignetteVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.MethodName.OnAnimationStart">
            <summary>
            Cached name for the 'OnAnimationStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.MethodName.StartCast">
            <summary>
            Cached name for the 'StartCast' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.MethodName.ResetCast">
            <summary>
            Cached name for the 'ResetCast' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.PropertyName._projectileBone">
            <summary>
            Cached name for the '_projectileBone' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.PropertyName._targetBone">
            <summary>
            Cached name for the '_targetBone' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.PropertyName._glowParticles">
            <summary>
            Cached name for the '_glowParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.PropertyName._blobParticles">
            <summary>
            Cached name for the '_blobParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.PropertyName._trail">
            <summary>
            Cached name for the '_trail' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSnappingJaxfruitVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSoulFyshVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSoulFyshVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSoulFyshVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSoulFyshVfx.MethodName.StartSoundwave">
            <summary>
            Cached name for the 'StartSoundwave' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSoulFyshVfx.MethodName.EndSoundwave">
            <summary>
            Cached name for the 'EndSoundwave' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSoulFyshVfx.MethodName.StartBeckon">
            <summary>
            Cached name for the 'StartBeckon' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSoulFyshVfx.MethodName.EndBeckon">
            <summary>
            Cached name for the 'EndBeckon' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSoulFyshVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSoulFyshVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSoulFyshVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSoulFyshVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSoulFyshVfx.PropertyName._soundShaderMat">
            <summary>
            Cached name for the '_soundShaderMat' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSoulFyshVfx.PropertyName._beckonShaderMat">
            <summary>
            Cached name for the '_beckonShaderMat' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSoulFyshVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSoulFyshVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSoulFyshVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSoulFyshVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSoulFyshVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSoulFyshVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSoulFyshVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.MethodName.Forge">
            <summary>
            Cached name for the 'Forge' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.MethodName.Attack">
            <summary>
            Cached name for the 'Attack' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.MethodName.OnTargetingBegan">
            <summary>
            Cached name for the 'OnTargetingBegan' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.MethodName.OnTargetingEnded">
            <summary>
            Cached name for the 'OnTargetingEnded' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.MethodName.OnFocused">
            <summary>
            Cached name for the 'OnFocused' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.MethodName.OnUnfocused">
            <summary>
            Cached name for the 'OnUnfocused' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.MethodName.UpdateHoverTip">
            <summary>
            Cached name for the 'UpdateHoverTip' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.MethodName.FireSparks">
            <summary>
            Cached name for the 'FireSparks' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.MethodName.FireFlames">
            <summary>
            Cached name for the 'FireFlames' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.MethodName.EndSlash">
            <summary>
            Cached name for the 'EndSlash' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.MethodName.CleanupForge">
            <summary>
            Cached name for the 'CleanupForge' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.MethodName.CleanupAttack">
            <summary>
            Cached name for the 'CleanupAttack' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.MethodName.RemoveSovereignBlade">
            <summary>
            Cached name for the 'RemoveSovereignBlade' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName.OrbitProgress">
            <summary>
            Cached name for the 'OrbitProgress' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._spineNode">
            <summary>
            Cached name for the '_spineNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._bladeGlow">
            <summary>
            Cached name for the '_bladeGlow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._forgeSparks">
            <summary>
            Cached name for the '_forgeSparks' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._spawnFlames">
            <summary>
            Cached name for the '_spawnFlames' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._spawnFlamesBack">
            <summary>
            Cached name for the '_spawnFlamesBack' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._slashParticles">
            <summary>
            Cached name for the '_slashParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._chargeParticles">
            <summary>
            Cached name for the '_chargeParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._spikeParticles">
            <summary>
            Cached name for the '_spikeParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._spikeParticles2">
            <summary>
            Cached name for the '_spikeParticles2' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._spikeCircle">
            <summary>
            Cached name for the '_spikeCircle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._spikeCircle2">
            <summary>
            Cached name for the '_spikeCircle2' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._hilt">
            <summary>
            Cached name for the '_hilt' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._hilt2">
            <summary>
            Cached name for the '_hilt2' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._detail">
            <summary>
            Cached name for the '_detail' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._trail">
            <summary>
            Cached name for the '_trail' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._orbitPath">
            <summary>
            Cached name for the '_orbitPath' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._hitbox">
            <summary>
            Cached name for the '_hitbox' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._selectionReticle">
            <summary>
            Cached name for the '_selectionReticle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._attackTween">
            <summary>
            Cached name for the '_attackTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._scaleTween">
            <summary>
            Cached name for the '_scaleTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._sparkDelay">
            <summary>
            Cached name for the '_sparkDelay' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._glowTween">
            <summary>
            Cached name for the '_glowTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._trailFadeTween">
            <summary>
            Cached name for the '_trailFadeTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._trailStart">
            <summary>
            Cached name for the '_trailStart' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._bladeSize">
            <summary>
            Cached name for the '_bladeSize' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._targetOrbitPosition">
            <summary>
            Cached name for the '_targetOrbitPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._isBehindCharacter">
            <summary>
            Cached name for the '_isBehindCharacter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._isFocused">
            <summary>
            Cached name for the '_isFocused' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._hoverTip">
            <summary>
            Cached name for the '_hoverTip' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._isForging">
            <summary>
            Cached name for the '_isForging' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._isAttacking">
            <summary>
            Cached name for the '_isAttacking' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._isKeyPressed">
            <summary>
            Cached name for the '_isKeyPressed' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.PropertyName._testCharge">
            <summary>
            Cached name for the '_testCharge' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSovereignBladeVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSpectralKnightVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpectralKnightVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpectralKnightVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpectralKnightVfx.MethodName.OnAnimationStart">
            <summary>
            Cached name for the 'OnAnimationStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpectralKnightVfx.MethodName.TurnOnFire">
            <summary>
            Cached name for the 'TurnOnFire' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpectralKnightVfx.MethodName.TurnOffFire">
            <summary>
            Cached name for the 'TurnOffFire' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpectralKnightVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpectralKnightVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpectralKnightVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSpectralKnightVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpectralKnightVfx.PropertyName._flameParticlesFlat">
            <summary>
            Cached name for the '_flameParticlesFlat' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpectralKnightVfx.PropertyName._flameParticlesAdd">
            <summary>
            Cached name for the '_flameParticlesAdd' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpectralKnightVfx.PropertyName._cinderParticles">
            <summary>
            Cached name for the '_cinderParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpectralKnightVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpectralKnightVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpectralKnightVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpectralKnightVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpectralKnightVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpectralKnightVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSpectralKnightVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx">
            <summary>
            Speech bubble vfx used when creatures talk during combat or an NPC talks in a "room" style environment (i.e. Merchant)
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.Create(System.String,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Double,MegaCrit.Sts2.Core.Nodes.Vfx.VfxColor)">
            <summary>
            Creates a speech bubble given a creature. Use this when you want creatures to talk during combat!
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.Create(System.String,MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.DialogueSide,Godot.Vector2,System.Double,MegaCrit.Sts2.Core.Nodes.Vfx.VfxColor)">
            <summary>
            When we want to specify the absolute position of the speech bubble vfx.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.GetCreatureSpeechPosition(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Given a creature, dynamically calculates and returns the position of where the "mouth" should be.
            Used during combat, where we don't know which side a creature could be on.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.MethodName.SetSpeechBubbleColor">
            <summary>
            Cached name for the 'SetSpeechBubbleColor' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.MethodName.CreateInternal">
            <summary>
            Cached name for the 'CreateInternal' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.PropertyName.SecondsToDisplay">
            <summary>
            Cached name for the 'SecondsToDisplay' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.PropertyName._container">
            <summary>
            Cached name for the '_container' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.PropertyName._contents">
            <summary>
            Cached name for the '_contents' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.PropertyName._bubble">
            <summary>
            Cached name for the '_bubble' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.PropertyName._shadow">
            <summary>
            Cached name for the '_shadow' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.PropertyName._hsv">
            <summary>
            Cached name for the '_hsv' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.PropertyName._startPos">
            <summary>
            Cached name for the '_startPos' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.PropertyName._vfxColor">
            <summary>
            Cached name for the '_vfxColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.PropertyName._style">
            <summary>
            Cached name for the '_style' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.PropertyName._side">
            <summary>
            Cached name for the '_side' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.PropertyName._text">
            <summary>
            Cached name for the '_text' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.PropertyName._elapsedTime">
            <summary>
            Cached name for the '_elapsedTime' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSpeechBubbleVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSpinyToadVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpinyToadVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpinyToadVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpinyToadVfx.MethodName.StartExplosion">
            <summary>
            Cached name for the 'StartExplosion' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpinyToadVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpinyToadVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpinyToadVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSpinyToadVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpinyToadVfx.PropertyName._spineParticles">
            <summary>
            Cached name for the '_spineParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpinyToadVfx.PropertyName._spineSubParticles">
            <summary>
            Cached name for the '_spineSubParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpinyToadVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpinyToadVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpinyToadVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpinyToadVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpinyToadVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpinyToadVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSpinyToadVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSplashVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSplashVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSplashVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSplashVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSplashVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSplashVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSplashVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSplashVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSplashVfx.PropertyName._particles">
            <summary>
            Cached name for the '_particles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSplashVfx.PropertyName._tint">
            <summary>
            Cached name for the '_tint' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSplashVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSplashVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSplashVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSplashVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSplashVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSplashVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSpookyScreamVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpookyScreamVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpookyScreamVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpookyScreamVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpookyScreamVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpookyScreamVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpookyScreamVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSpookyScreamVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpookyScreamVfx.PropertyName._continuousParticles">
            <summary>
            Cached name for the '_continuousParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpookyScreamVfx.PropertyName._oneShotParticles">
            <summary>
            Cached name for the '_oneShotParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSpookyScreamVfx.PropertyName._duration">
            <summary>
            Cached name for the '_duration' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpookyScreamVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpookyScreamVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpookyScreamVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpookyScreamVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSpookyScreamVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSpookyScreamVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSporeImpactVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSporeImpactVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSporeImpactVfx.MethodName.Initialize">
            <summary>
            Cached name for the 'Initialize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSporeImpactVfx.MethodName.ModulateParticles">
            <summary>
            Cached name for the 'ModulateParticles' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSporeImpactVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSporeImpactVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSporeImpactVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSporeImpactVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSporeImpactVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSporeImpactVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSporeImpactVfx.PropertyName._impactParticles">
            <summary>
            Cached name for the '_impactParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSporeImpactVfx.PropertyName._poofPivot">
            <summary>
            Cached name for the '_poofPivot' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSporeImpactVfx.PropertyName._scaleRange">
            <summary>
            Cached name for the '_scaleRange' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSporeImpactVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSporeImpactVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSporeImpactVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSporeImpactVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSporeImpactVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSporeImpactVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.Create(MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Boolean,MegaCrit.Sts2.Core.Nodes.Vfx.VfxColor)">
            <summary>
            Stab vfx is a silly line that goes into the creature center.
            Pass in the creature vfx center position!
            </summary>
            <param name="target">The creature to target</param>
            <param name="facingEnemies">Whether the VFX is facing enemies</param>
            <param name="vfxColor">The color of the VFX</param>
            <returns>The created VFX instance or null if in test mode</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.GenerateSpawnPosition">
            <summary>
            Spawns our stab vfx in a random position to the left or right of the target.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.MethodName.SetColor">
            <summary>
            Cached name for the 'SetColor' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.MethodName.GenerateSpawnPosition">
            <summary>
            Cached name for the 'GenerateSpawnPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.PropertyName._primaryVfx">
            <summary>
            Cached name for the '_primaryVfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.PropertyName._secondaryVfx">
            <summary>
            Cached name for the '_secondaryVfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.PropertyName._creatureCenter">
            <summary>
            Cached name for the '_creatureCenter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.PropertyName._vfxColor">
            <summary>
            Cached name for the '_vfxColor' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.PropertyName._facingEnemies">
            <summary>
            Cached name for the '_facingEnemies' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NStabVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NStarryImpactVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NStarryImpactVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NStarryImpactVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NStarryImpactVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStarryImpactVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStarryImpactVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStarryImpactVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NStarryImpactVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NStarryImpactVfx.PropertyName._particles">
            <summary>
            Cached name for the '_particles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStarryImpactVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStarryImpactVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStarryImpactVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStarryImpactVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStarryImpactVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NStarryImpactVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NStunnedVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NStunnedVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NStunnedVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStunnedVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStunnedVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStunnedVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NStunnedVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NStunnedVfx.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NStunnedVfx.PropertyName._textTween">
            <summary>
            Cached name for the '_textTween' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NStunnedVfx.PropertyName._positionTween">
            <summary>
            Cached name for the '_positionTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStunnedVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStunnedVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStunnedVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStunnedVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NStunnedVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NStunnedVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamImpactVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamImpactVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamImpactVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamImpactVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamImpactVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamImpactVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamImpactVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamImpactVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamImpactVfx.PropertyName._impactParticles">
            <summary>
            Cached name for the '_impactParticles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamImpactVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamImpactVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamImpactVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamImpactVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamImpactVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamImpactVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamVfx.PropertyName._emittingParticles">
            <summary>
            Cached name for the '_emittingParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamVfx.PropertyName._startParticles">
            <summary>
            Cached name for the '_startParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamVfx.PropertyName._endParticles">
            <summary>
            Cached name for the '_endParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamVfx.PropertyName._sweepingParticles">
            <summary>
            Cached name for the '_sweepingParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamVfx.PropertyName._sweepingIndexCurve">
            <summary>
            Cached name for the '_sweepingIndexCurve' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamVfx.PropertyName._sweepDuration">
            <summary>
            Cached name for the '_sweepDuration' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamVfx.PropertyName._targetCenterPositions">
            <summary>
            Cached name for the '_targetCenterPositions' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NSweepingBeamVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectBurnVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectBurnVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectBurnVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectBurnVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectBurnVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectBurnVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectBurnVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectBurnVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectBurnVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectBurnVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.MethodName.PlayAnim1">
            <summary>
            Cached name for the 'PlayAnim1' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.MethodName.SquirtNeck">
            <summary>
            Cached name for the 'SquirtNeck' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.MethodName.StartDizzies">
            <summary>
            Cached name for the 'StartDizzies' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.MethodName.EndDizzies">
            <summary>
            Cached name for the 'EndDizzies' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.MethodName.StartEmbers">
            <summary>
            Cached name for the 'StartEmbers' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.MethodName.StartFlames">
            <summary>
            Cached name for the 'StartFlames' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.MethodName.EndFlames">
            <summary>
            Cached name for the 'EndFlames' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.MethodName.StartBurnVfx">
            <summary>
            Cached name for the 'StartBurnVfx' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.MethodName.EndBurnVfx">
            <summary>
            Cached name for the 'EndBurnVfx' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.MethodName.StartCeilingSparks">
            <summary>
            Cached name for the 'StartCeilingSparks' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.PropertyName._neckParticles">
            <summary>
            Cached name for the '_neckParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.PropertyName._dizzyParticles">
            <summary>
            Cached name for the '_dizzyParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.PropertyName._emberParticles">
            <summary>
            Cached name for the '_emberParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.PropertyName._flameParticles">
            <summary>
            Cached name for the '_flameParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.PropertyName._burnParticles">
            <summary>
            Cached name for the '_burnParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.PropertyName._targetedBurnParticle">
            <summary>
            Cached name for the '_targetedBurnParticle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.PropertyName._burnParticleFountain">
            <summary>
            Cached name for the '_burnParticleFountain' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.PropertyName._ceilingParticles">
            <summary>
            Cached name for the '_ceilingParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.PropertyName._keyDown">
            <summary>
            Cached name for the '_keyDown' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.PropertyName._doingThing">
            <summary>
            Cached name for the '_doingThing' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NTestSubjectVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.MethodName.TurnOnSaliva">
            <summary>
            Cached name for the 'TurnOnSaliva' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.MethodName.TurnOffSaliva">
            <summary>
            Cached name for the 'TurnOffSaliva' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.MethodName.TurnOnDrool">
            <summary>
            Cached name for the 'TurnOnDrool' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.MethodName.TurnOffDrool">
            <summary>
            Cached name for the 'TurnOffDrool' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.MethodName.TurnOnBaseBlast">
            <summary>
            Cached name for the 'TurnOnBaseBlast' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.MethodName.TurnOffBaseBlast">
            <summary>
            Cached name for the 'TurnOffBaseBlast' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.MethodName.TurnOffContinuousParticles">
            <summary>
            Cached name for the 'TurnOffContinuousParticles' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.MethodName.OnAnimationStart">
            <summary>
            Cached name for the 'OnAnimationStart' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.PropertyName._continuousParticles">
            <summary>
            Cached name for the '_continuousParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.PropertyName._salivaFountainParticles">
            <summary>
            Cached name for the '_salivaFountainParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.PropertyName._salivaDroolParticles">
            <summary>
            Cached name for the '_salivaDroolParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.PropertyName._salivaCloudParticles">
            <summary>
            Cached name for the '_salivaCloudParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.PropertyName._baseBlastParticles">
            <summary>
            Cached name for the '_baseBlastParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NTheInsatiableVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NTheObscuraVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTheObscuraVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTheObscuraVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTheObscuraVfx.MethodName.OnParticlesStart">
            <summary>
            Cached name for the 'OnParticlesStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTheObscuraVfx.MethodName.OnParticlesEnd">
            <summary>
            Cached name for the 'OnParticlesEnd' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTheObscuraVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTheObscuraVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTheObscuraVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NTheObscuraVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NTheObscuraVfx.PropertyName._particles">
            <summary>
            Cached name for the '_particles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTheObscuraVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTheObscuraVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTheObscuraVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTheObscuraVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NTheObscuraVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NTheObscuraVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.Create(MegaCrit.Sts2.Core.Entities.Creatures.Creature,MegaCrit.Sts2.Core.Nodes.Vfx.VfxColor)">
            <summary>
            Thin Slice vfx will intersect the given position. Pass in the creature vfx center position!
            </summary>
            <param name="target"></param>
            <param name="vfxColor"></param>
            <returns></returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.GenerateSpawnPosition">
            <summary>
            Spawns our slash particle in a random position around the given centerPoint
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.GetAngle">
            <summary>
            Returns the angle from one vector to another in radians.
            Written because Vector2.AngleTo() was confusing
            </summary>
            <returns></returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.MethodName.SetColor">
            <summary>
            Cached name for the 'SetColor' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.MethodName.GenerateSpawnPosition">
            <summary>
            Cached name for the 'GenerateSpawnPosition' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.MethodName.GetAngle">
            <summary>
            Cached name for the 'GetAngle' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.PropertyName._slash">
            <summary>
            Cached name for the '_slash' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.PropertyName._sparkle">
            <summary>
            Cached name for the '_sparkle' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.PropertyName._creatureCenter">
            <summary>
            Cached name for the '_creatureCenter' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.PropertyName._vfxColor">
            <summary>
            Cached name for the '_vfxColor' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NThinSliceVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx">
            <summary>
            Thought bubble vfx used when creatures think during combat. Generally, this is the player character breaking the 4th wall.
            Out of energy! No more cards in the draw pile. Etc
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.Create(System.String,MegaCrit.Sts2.Core.Entities.Creatures.Creature,System.Nullable{System.Double})">
            <summary>
            Creates a thought bubble given a creature. Use this when you want creatures to think out loud during combat!
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.Create(System.String,MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.DialogueSide,System.Nullable{System.Double})">
            <summary>
            When we want to specify the absolute position of the thought bubble vfx.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.Create(Godot.Texture2D,MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.DialogueSide,System.Nullable{System.Double})">
            <summary>
            When we want to specify the absolute position of the thought bubble vfx with an image.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.GetCreatureSpeechPosition(MegaCrit.Sts2.Core.Entities.Creatures.Creature)">
            <summary>
            Given a creature, dynamically calculates and returns the position of where the "mouth" should be.
            Used during combat, where we don't know which side a creature could be on.
            </summary>
            <param name="speaker"></param>
            <returns></returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.MethodName.SetTexture">
            <summary>
            Cached name for the 'SetTexture' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.PropertyName._container">
            <summary>
            Cached name for the '_container' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.PropertyName._label">
            <summary>
            Cached name for the '_label' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.PropertyName._textureRect">
            <summary>
            Cached name for the '_textureRect' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.PropertyName._contents">
            <summary>
            Cached name for the '_contents' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.PropertyName._tail">
            <summary>
            Cached name for the '_tail' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.PropertyName._style">
            <summary>
            Cached name for the '_style' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.PropertyName._side">
            <summary>
            Cached name for the '_side' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.PropertyName._text">
            <summary>
            Cached name for the '_text' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.PropertyName._texture">
            <summary>
            Cached name for the '_texture' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.PropertyName._tween">
            <summary>
            Cached name for the '_tween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NThoughtBubbleVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NUiFlashVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NUiFlashVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NUiFlashVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NUiFlashVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NUiFlashVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NUiFlashVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NUiFlashVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NUiFlashVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NUiFlashVfx.PropertyName._textureRect">
            <summary>
            Cached name for the '_textureRect' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NUiFlashVfx.PropertyName._texture">
            <summary>
            Cached name for the '_texture' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NUiFlashVfx.PropertyName._modulate">
            <summary>
            Cached name for the '_modulate' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NUiFlashVfx.PropertyName._spriteTween">
            <summary>
            Cached name for the '_spriteTween' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NUiFlashVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NUiFlashVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NUiFlashVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NUiFlashVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NUiFlashVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NUiFlashVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.MethodName.OnAnimationStart">
            <summary>
            Cached name for the 'OnAnimationStart' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.MethodName.DissolveTail">
            <summary>
            Cached name for the 'DissolveTail' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.MethodName.StartSpray">
            <summary>
            Cached name for the 'StartSpray' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.MethodName.EndSpray">
            <summary>
            Cached name for the 'EndSpray' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.MethodName.StartDeathSpray">
            <summary>
            Cached name for the 'StartDeathSpray' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.MethodName.EndDeathSpray">
            <summary>
            Cached name for the 'EndDeathSpray' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.MethodName.DeathExplode">
            <summary>
            Cached name for the 'DeathExplode' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.PropertyName._tailShaderMat">
            <summary>
            Cached name for the '_tailShaderMat' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.PropertyName._sprayParticles">
            <summary>
            Cached name for the '_sprayParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.PropertyName._deathSprayParticles">
            <summary>
            Cached name for the '_deathSprayParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.PropertyName._deathSprayParticlesBack">
            <summary>
            Cached name for the '_deathSprayParticlesBack' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.PropertyName._deathExplosionParticles">
            <summary>
            Cached name for the '_deathExplosionParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NVantomVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NVineShamblerVinesVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVineShamblerVinesVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVineShamblerVinesVfx.MethodName.OnFrontEvent">
            <summary>
            Cached name for the 'OnFrontEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVineShamblerVinesVfx.MethodName.AnimationEnded">
            <summary>
            Cached name for the 'AnimationEnded' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NVineShamblerVinesVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NVineShamblerVinesVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NVineShamblerVinesVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NVineShamblerVinesVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVineShamblerVinesVfx.PropertyName._frontVinesNode">
            <summary>
            Cached name for the '_frontVinesNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVineShamblerVinesVfx.PropertyName._backVinesNode">
            <summary>
            Cached name for the '_backVinesNode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVineShamblerVinesVfx.PropertyName._dirtBlast1">
            <summary>
            Cached name for the '_dirtBlast1' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVineShamblerVinesVfx.PropertyName._dirtBlast2">
            <summary>
            Cached name for the '_dirtBlast2' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVineShamblerVinesVfx.PropertyName._dirtBlast3">
            <summary>
            Cached name for the '_dirtBlast3' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NVineShamblerVinesVfx.PropertyName._dirtBlast4">
            <summary>
            Cached name for the '_dirtBlast4' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NVineShamblerVinesVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NVineShamblerVinesVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NVineShamblerVinesVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NVineShamblerVinesVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NVineShamblerVinesVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NVineShamblerVinesVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.MethodName.StartSteam1">
            <summary>
            Cached name for the 'StartSteam1' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.MethodName.EndSteam1">
            <summary>
            Cached name for the 'EndSteam1' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.MethodName.StartSteam2">
            <summary>
            Cached name for the 'StartSteam2' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.MethodName.EndSteam2">
            <summary>
            Cached name for the 'EndSteam2' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.MethodName.StartSteam3">
            <summary>
            Cached name for the 'StartSteam3' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.MethodName.EndSteam3">
            <summary>
            Cached name for the 'EndSteam3' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.MethodName.StartSteam5">
            <summary>
            Cached name for the 'StartSteam5' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.MethodName.EndSteam5">
            <summary>
            Cached name for the 'EndSteam5' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.MethodName.StartWaterfall">
            <summary>
            Cached name for the 'StartWaterfall' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.MethodName.EndWaterfall">
            <summary>
            Cached name for the 'EndWaterfall' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.MethodName.Explode">
            <summary>
            Cached name for the 'Explode' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.MethodName.Buildup1">
            <summary>
            Cached name for the 'Buildup1' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.MethodName.Buildup2">
            <summary>
            Cached name for the 'Buildup2' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.MethodName.Buildup3">
            <summary>
            Cached name for the 'Buildup3' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.MethodName.ClearDeathSteam">
            <summary>
            Cached name for the 'ClearDeathSteam' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.MethodName.EmitGracefully">
            <summary>
            Cached name for the 'EmitGracefully' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.PropertyName._steam1Particles">
            <summary>
            Cached name for the '_steam1Particles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.PropertyName._steam2Particles">
            <summary>
            Cached name for the '_steam2Particles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.PropertyName._steam3Particles">
            <summary>
            Cached name for the '_steam3Particles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.PropertyName._steam4Particles">
            <summary>
            Cached name for the '_steam4Particles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.PropertyName._steam5Particles">
            <summary>
            Cached name for the '_steam5Particles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.PropertyName._steam6Particles">
            <summary>
            Cached name for the '_steam6Particles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.PropertyName._steamLeakParticles1">
            <summary>
            Cached name for the '_steamLeakParticles1' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.PropertyName._steamLeakParticles2">
            <summary>
            Cached name for the '_steamLeakParticles2' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.PropertyName._steamLeakParticles3">
            <summary>
            Cached name for the '_steamLeakParticles3' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.PropertyName._mistParticles">
            <summary>
            Cached name for the '_mistParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.PropertyName._mouthParticles">
            <summary>
            Cached name for the '_mouthParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.PropertyName._dropletParticles">
            <summary>
            Cached name for the '_dropletParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.PropertyName._leakProcMat1">
            <summary>
            Cached name for the '_leakProcMat1' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.PropertyName._leakProcMat2">
            <summary>
            Cached name for the '_leakProcMat2' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.PropertyName._leakProcMat3">
            <summary>
            Cached name for the '_leakProcMat3' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.PropertyName._isDead">
            <summary>
            Cached name for the '_isDead' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NWaterfallGiantVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NWormyImpactVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWormyImpactVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWormyImpactVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWormyImpactVfx.MethodName.Initialize">
            <summary>
            Cached name for the 'Initialize' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWormyImpactVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NWormyImpactVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NWormyImpactVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NWormyImpactVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NWormyImpactVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWormyImpactVfx.PropertyName._particles">
            <summary>
            Cached name for the '_particles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWormyImpactVfx.PropertyName._centerPivot">
            <summary>
            Cached name for the '_centerPivot' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NWormyImpactVfx.PropertyName._groundPivot">
            <summary>
            Cached name for the '_groundPivot' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NWormyImpactVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NWormyImpactVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NWormyImpactVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NWormyImpactVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NWormyImpactVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NWormyImpactVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.PlayerFullscreenHealVfx">
            <summary>
            Creates fullscreen VFX that occurs when healing at an event.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.PlayerHurtVignetteHelper">
            <summary>
            Creates VFX warning that the player is low.
            Uses NLowHpBorderVfx, but avoids creating more than one at a time.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.MethodName.UpdateParticles">
            <summary>
            Cached name for the 'UpdateParticles' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.MethodName.SetProperties">
            <summary>
            Cached name for the 'SetProperties' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.MethodName.Unlock">
            <summary>
            Cached name for the 'Unlock' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.PropertyName._duration">
            <summary>
            Cached name for the '_duration' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.PropertyName._particles">
            <summary>
            Cached name for the '_particles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.PropertyName._endParticles">
            <summary>
            Cached name for the '_endParticles' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.PropertyName._particlesCurve">
            <summary>
            Cached name for the '_particlesCurve' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.PropertyName._brightEnabledCurve">
            <summary>
            Cached name for the '_brightEnabledCurve' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.PropertyName._erosionEnabledCurve">
            <summary>
            Cached name for the '_erosionEnabledCurve' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.PropertyName._erosionBaseCurve">
            <summary>
            Cached name for the '_erosionBaseCurve' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.PropertyName._previousParticleIndex">
            <summary>
            Cached name for the '_previousParticleIndex' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.PropertyName._asShaderMaterial">
            <summary>
            Cached name for the '_asShaderMaterial' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.SignalName.OnAnimationFinished">
            <summary>
            Cached name for the 'OnAnimationFinished' signal.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.GetGodotSignalList">
            <summary>
            Get the signal information for all the signals declared in this class.
            This method is used by Godot to register the available signals in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="E:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.OnAnimationFinished">
            <inheritdoc cref="T:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.OnAnimationFinishedEventHandler"/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NEpochChains.HasGodotClassSignal(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.MethodName.SetProperties">
            <summary>
            Cached name for the 'SetProperties' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.MethodName.Play">
            <summary>
            Cached name for the 'Play' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.PropertyName._gfx">
            <summary>
            Cached name for the '_gfx' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.PropertyName._duration">
            <summary>
            Cached name for the '_duration' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.PropertyName._alphaMultiplierCurve">
            <summary>
            Cached name for the '_alphaMultiplierCurve' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.PropertyName._minBaseAlphaCurve">
            <summary>
            Cached name for the '_minBaseAlphaCurve' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.PropertyName._erosionCurve">
            <summary>
            Cached name for the '_erosionCurve' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.PropertyName._noiseAOffsetCurve">
            <summary>
            Cached name for the '_noiseAOffsetCurve' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.PropertyName._noiseBOffsetCurve">
            <summary>
            Cached name for the '_noiseBOffsetCurve' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.PropertyName._originalMaterial">
            <summary>
            Cached name for the '_originalMaterial' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.PropertyName._materialCopy">
            <summary>
            Cached name for the '_materialCopy' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.PropertyName._noiseAOffsetY">
            <summary>
            Cached name for the '_noiseAOffsetY' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.PropertyName._noiseBOffsetY">
            <summary>
            Cached name for the '_noiseBOffsetY' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NGaseousScreenVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.MethodName.SetProperties">
            <summary>
            Cached name for the 'SetProperties' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.MethodName.RandomizeInitialOffset">
            <summary>
            Cached name for the 'RandomizeInitialOffset' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.MethodName.Play">
            <summary>
            Cached name for the 'Play' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.PropertyName._duration">
            <summary>
            Cached name for the '_duration' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.PropertyName._alphaMultiplierCurve">
            <summary>
            Cached name for the '_alphaMultiplierCurve' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.PropertyName._noiseOffsetCurve">
            <summary>
            Cached name for the '_noiseOffsetCurve' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.PropertyName._gradient">
            <summary>
            Cached name for the '_gradient' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.PropertyName._originalMaterial">
            <summary>
            Cached name for the '_originalMaterial' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.PropertyName._materialCopy">
            <summary>
            Cached name for the '_materialCopy' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.PropertyName._isPlaying">
            <summary>
            Cached name for the '_isPlaying' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.PropertyName._currentTimer">
            <summary>
            Cached name for the '_currentTimer' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Ui.NLowHpBorderVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedBuffVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedBuffVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedBuffVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedBuffVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedBuffVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedBuffVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedBuffVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedBuffVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedBuffVfx.PropertyName._particles">
            <summary>
            Cached name for the '_particles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedBuffVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedBuffVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedBuffVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedBuffVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedBuffVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedBuffVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedDebuffVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedDebuffVfx.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedDebuffVfx.MethodName.Create">
            <summary>
            Cached name for the 'Create' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedDebuffVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedDebuffVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedDebuffVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedDebuffVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedDebuffVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedDebuffVfx.PropertyName._particles">
            <summary>
            Cached name for the '_particles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedDebuffVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedDebuffVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedDebuffVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedDebuffVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedDebuffVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.NPowerAppliedDebuffVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.LocalizedTexture.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.LocalizedTexture.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.LocalizedTexture.PropertyName._textures">
            <summary>
            Cached name for the '_textures' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.LocalizedTexture.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.LocalizedTexture.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.LocalizedTexture.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.LocalizedTexture.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.LocalizedTexture.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.LocalizedTexture.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NHitStop.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NHitStop.MethodName.DoHitStop">
            <summary>
            Cached name for the 'DoHitStop' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NHitStop.MethodName.SetTimeScale">
            <summary>
            Cached name for the 'SetTimeScale' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NHitStop.MethodName.EaseForStrength">
            <summary>
            Cached name for the 'EaseForStrength' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NHitStop.MethodName.SecondsForDuration">
            <summary>
            Cached name for the 'SecondsForDuration' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NHitStop.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NHitStop.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NHitStop.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NHitStop.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NHitStop.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NHitStop.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NHitStop.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NParticlesContainer.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NParticlesContainer.MethodName.SetEmitting">
            <summary>
            Cached name for the 'SetEmitting' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NParticlesContainer.MethodName.Restart">
            <summary>
            Cached name for the 'Restart' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NParticlesContainer.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NParticlesContainer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NParticlesContainer.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NParticlesContainer.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NParticlesContainer.PropertyName._particles">
            <summary>
            Cached name for the '_particles' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NParticlesContainer.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NParticlesContainer.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NParticlesContainer.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NParticlesContainer.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NParticlesContainer.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NParticlesContainer.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake">
            <summary>
            ScreenShake VFX script. Lives as a Node which shakes a specified Control node (_shakeTarget).
            Multiple effects can be stacked
            Can be called from anywhere using NGame.Instance.ScreenShake(), Screenpunch(), Rumble(), etc.
            See CombatRoom for example to attach this effect to other screens.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.MethodName.SetTarget">
            <summary>
            Cached name for the 'SetTarget' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.MethodName.Shake">
            <summary>
            Cached name for the 'Shake' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.MethodName.Rumble">
            <summary>
            Cached name for the 'Rumble' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.MethodName.AddTrauma">
            <summary>
            Cached name for the 'AddTrauma' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.MethodName.ClearTarget">
            <summary>
            Cached name for the 'ClearTarget' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.MethodName.StopRumble">
            <summary>
            Cached name for the 'StopRumble' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.MethodName.SetMultiplier">
            <summary>
            Cached name for the 'SetMultiplier' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.PropertyName.ShakeTarget">
            <summary>
            Cached name for the 'ShakeTarget' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.PropertyName._originalTargetPosition">
            <summary>
            Cached name for the '_originalTargetPosition' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.PropertyName._multiplier">
            <summary>
            Cached name for the '_multiplier' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NScreenShake.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NSpriteAnimator.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NSpriteAnimator.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NSpriteAnimator.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NSpriteAnimator.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NSpriteAnimator.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NSpriteAnimator.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NSpriteAnimator.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NSpriteAnimator.PropertyName._frames">
            <summary>
            Cached name for the '_frames' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NSpriteAnimator.PropertyName._fps">
            <summary>
            Cached name for the '_fps' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NSpriteAnimator.PropertyName._loop">
            <summary>
            Cached name for the '_loop' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NSpriteAnimator.PropertyName._randomizeRotation">
            <summary>
            Cached name for the '_randomizeRotation' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NSpriteAnimator.PropertyName._rotationRange">
            <summary>
            Cached name for the '_rotationRange' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NSpriteAnimator.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NSpriteAnimator.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NSpriteAnimator.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NSpriteAnimator.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NSpriteAnimator.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NSpriteAnimator.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NTrail2D.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NTrail2D.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NTrail2D.MethodName.OnToggleVisibility">
            <summary>
            Cached name for the 'OnToggleVisibility' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NTrail2D.MethodName._Process">
            <summary>
            Cached name for the '_Process' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NTrail2D.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NTrail2D.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NTrail2D.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NTrail2D.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NTrail2D.PropertyName._maxSegments">
            <summary>
            Cached name for the '_maxSegments' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NTrail2D.PropertyName._parent">
            <summary>
            Cached name for the '_parent' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NTrail2D.PropertyName._isActive">
            <summary>
            Cached name for the '_isActive' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NTrail2D.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NTrail2D.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NTrail2D.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NTrail2D.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NTrail2D.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NTrail2D.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxParticleSystem">
            <summary>
            Plays all one shot particles in a vfx scene.
            Destroys the Vfx after "_lifetime" seconds.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxParticleSystem.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxParticleSystem.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxParticleSystem.MethodName.AfterExpired">
            <summary>
            Cached name for the 'AfterExpired' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxParticleSystem.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxParticleSystem.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxParticleSystem.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxParticleSystem.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxParticleSystem.PropertyName._lifetime">
            <summary>
            Cached name for the '_lifetime' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxParticleSystem.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxParticleSystem.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxParticleSystem.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxParticleSystem.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxParticleSystem.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxParticleSystem.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxSpine.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxSpine.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxSpine.MethodName.AnimationEnded">
            <summary>
            Cached name for the 'AnimationEnded' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxSpine.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxSpine.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxSpine.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxSpine.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxSpine.PropertyName._animation">
            <summary>
            Cached name for the '_animation' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxSpine.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxSpine.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxSpine.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxSpine.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxSpine.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.Utilities.NVfxSpine.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.VfxColor">
            <summary>
            Enum to simplify params for VFX colors.
            See NAdditiveOverlayVfx for example.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.VfxDuration">
            <summary>
            Various VFX may allow a shorter or longer version, this enum allows specifying the duration based on feel and not
            exact numbers (as they may be scaled based on the game speed)
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Nodes.Vfx.VfxPosition">
            <summary>
            Enum to simplify params for VFX positions.
            See NRadialBlurVfx for example.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Odds.AbstractOdds.OverrideCurrentValue(System.Single)">
            <summary>
            Sets CurrentValue. Should be used only in instances where we're loading the player from another source, such as
            multiplayer host.
            </summary>
            <param name="newValue">The new value.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Odds.CardRarityOdds.#ctor(MegaCrit.Sts2.Core.Random.Rng)">
            <summary>
            For creating at the start of a run.
            </summary>
            <param name="rng">RNG to use for rolls.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Odds.CardRarityOdds.#ctor(System.Single,MegaCrit.Sts2.Core.Random.Rng)">
            <summary>
            For restoring from save.
            </summary>
            <param name="initialValue">Restored value at the saved spot in the run.</param>
            <param name="rng">RNG to use for rolls.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Odds.CardRarityOdds.Roll(MegaCrit.Sts2.Core.Runs.CardRarityOddsType)">
            <summary>
            Roll for what rarity of card should be generated.
            Using this will NOT modify the odds of future generated card rarities.
            Use for things like encounter rewards.
            </summary>
            <param name="type">Odds type to roll for.</param>
            <returns>What rarity a generated card should be.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Odds.CardRarityOdds.RollWithoutChangingFutureOdds(MegaCrit.Sts2.Core.Runs.CardRarityOddsType,System.Single)">
            <summary>
            Roll for what rarity of card should be generated.
            Using this will NOT modify the odds of future generated card rarities.
            Use for things like shops.
            </summary>
            <param name="type">Odds type to roll for.</param>
            <param name="offset">offset for rare odds</param>
            <returns>What rarity a generated card should be.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Odds.CardRarityOdds.RollWithBaseOdds(MegaCrit.Sts2.Core.Runs.CardRarityOddsType)">
            <summary>
            Roll for what rarity of card should be generated.
            Using this will use only the base odds for the given card source.
            Used for some events.
            </summary>
            <param name="type">Odds type to roll for.</param>
            <returns>What rarity a generated card should be.</returns>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Odds.PlayerOddsSet.CardRarity">
            <summary>
            Manages the odds of rolling various rarities when generating cards (encounter rewards, shops, etc.) for each player.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Odds.PlayerOddsSet.PotionReward">
            <summary>
            Manages the odds of whether or not a potion drops after beating an encounter for each player.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Odds.PotionRewardOdds.targetOdds">
            <summary>
            The percentage of normal combats that we expect to roll potions over the course of a run.
            While our rolling logic is more complex than this (to avoid streakiness and other game-feel reasons), we should
            converge on this percentage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Odds.PotionRewardOdds.#ctor(MegaCrit.Sts2.Core.Random.Rng)">
            <summary>
            For creating at the start of a run.
            </summary>
            <param name="rng">RNG to use for rolls.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Odds.PotionRewardOdds.#ctor(System.Single,MegaCrit.Sts2.Core.Random.Rng)">
            <summary>
            For restoring from save.
            </summary>
            <param name="initialValue">Restored value at the saved spot in the run.</param>
            <param name="rng">RNG to use for rolls.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Odds.PotionRewardOdds.Roll(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Entities.Ascension.AscensionManager,MegaCrit.Sts2.Core.Rooms.RoomType)">
            <summary>
            Roll for whether or not a potion should be included in a set of rewards.
            Using this will modify the odds of future potion rewards.
            </summary>
            <param name="player">The player who will receive the potential potion reward.</param>
            <param name="ascensionManager">Manager containing ascension level information that affects potion rewards.</param>
            <param name="roomType">Room type for roll, affects bonus chance for potions.</param>
            <returns>Whether or not to give a potion reward.</returns>
            <remarks>
            This method implements a pity system where:
            - If a potion is rolled, future potion chances decrease by 10%
            - If a potion is not rolled, future potion chances increase by 10%
            - Elite rooms provide a 25% bonus chance for potions
            - The HookBus allows for external modification of potion reward odds
            </remarks>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Odds.RunOddsSet.UnknownMapPoint">
            <summary>
            Manages the odds of what types of rooms are rolled when entering an unknown point.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Odds.UnknownMapPointOdds">
             <summary>
             Keeps track of the odds for different room types to be rolled when the player visits an unknown map point type.
            
             Note: If a room type has negative odds, that means it should NEVER be rolled, and its odds shouldn't increase as
             other types are rolled. This is relevant for effects like the Deadly Enemies modifier.
             </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Odds.UnknownMapPointOdds._nonEventOdds">
            <summary>
            Contains the odds of all non-Event rooms being rolled.
            If we roll higher than the sum of all these odds, the result will be considered an Event room.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Odds.UnknownMapPointOdds.#ctor(MegaCrit.Sts2.Core.Random.Rng)">
            <summary>
            For creating at the start of a run.
            </summary>
            <param name="rng">RNG to use for rolls.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Odds.UnknownMapPointOdds.SetBaseOdds(MegaCrit.Sts2.Core.Rooms.RoomType,System.Single)">
            <summary>
            Sets the base odds for a room type.
            Note that this does not set the _current_ odds. It only sets what the odds get reset to when that room is rolled.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Odds.UnknownMapPointOdds.Roll(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Rooms.RoomType},MegaCrit.Sts2.Core.Runs.IRunState)">
            <summary>
            Roll for the next room type and update future odds based on what's rolled.
            </summary>
            <param name="blacklist">Room types that we shouldn't be able to roll.</param>
            <param name="runState">The state of the run that this room is being entered in.</param>
            <returns>A RoomType.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Odds.UnknownMapPointOdds.ResetToBase">
            <summary>
            Reset the odds for all room types to their base level.
            Called between acts.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Platform.AchievementsUtil">
            <summary>
            Controls achievement unlocking.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.AchievementsUtil.Unlock(MegaCrit.Sts2.Core.Achievements.Achievement,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Unlocks an achievement on the current platform and profile.
            Remember that the player can have multiple profiles per platform account. This unlocks the achievement on the
            profile's progress.save, as well as on the platform account if the account does not yet have it.
            </summary>
            <param name="achievement">Achievement to unlock.</param>
            <param name="localPlayer">
            Optional local player from when the achievement was unlocked.
            Will be null when unlocked outside a run (like on the main menu or after game over).
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.AchievementsUtil.Revoke(MegaCrit.Sts2.Core.Achievements.Achievement)">
            <summary>
            Revokes an achievement from the current player profile.
            Should only be used for debugging.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.AchievementsUtil.IsUnlocked(MegaCrit.Sts2.Core.Achievements.Achievement)">
            <summary>
            Returns whether an achievement is unlocked on the current player profile.
            Note that this does _not_ tell you whether the achievement is unlocked on the player's platform account. There
            is likely no scenario in which we need that, but if we do, add a new API.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Platform.PlatformBranch">
             <summary>
             Represents one of the several branches that a player could be playing on.
            
             The members are ordered from oldest build to newest build. Builds promote along the path
             dev-test -> private-beta -> public-beta -> public, reaching dev-test first and the public default branch last,
             so dev-test carries the newest build and public the oldest. The enum lists branches in the reverse of that promotion
             path. This order is relied on for Steam Workshop version-range comparisons, so it must match the branch order
             configured on the Steamworks SteamPipe > Builds page. None sorts below every real branch.
             </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Platform.PlatformBranch.None">
            <summary>
            Branch was unable to be determined. This can be returned in valid cases; for instance, when not running on any
            platform.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Platform.PlatformBranch.Production">
            <summary>
            Production branch. What most players are going to be playing.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Platform.PlatformBranch.PublicBeta">
            <summary>
            Public beta branch. Accessible by the public, but they have to opt into it.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Platform.PlatformBranch.PrivateBeta">
            <summary>
            Private beta branch, i.e. what Byrdlett has access to.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Platform.PlatformBranch.DevTest">
            <summary>
            Dev test branch. Only accessible to devs.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.PlatformBranchExtensions.ToName(MegaCrit.Sts2.Core.Platform.PlatformBranch)">
            <summary>
            Prefer over ToString as this gives the actual branch name as displayed in Steam or other platform
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.PlatformUtil.GetPlayerName(MegaCrit.Sts2.Core.Platform.PlatformType,System.UInt64)">
            <summary>
            Obtains the player name for the given player ID, with bracket escaping for safe use in BBCode contexts.
            Use <see cref="M:MegaCrit.Sts2.Core.Platform.PlatformUtil.GetPlayerNameRaw(MegaCrit.Sts2.Core.Platform.PlatformType,System.UInt64)"/> when displaying in plain text controls.
            </summary>
            <remarks>
            Player names are untrusted external input (e.g. Steam display names) and may contain square brackets that
            would crash or corrupt the BBCode parser. This method escapes by default so that callers don't need to
            remember to escape individually. The majority of call sites render through MegaRichTextLabel or HoverTip
            (both BBCode), so safe-by-default prevents the class of bugs where a new call site forgets to escape.
            </remarks>
            <param name="platformType">The platform type to use. Must be passed for cases where multiple platforms are
            supported; for instance, on PC we can play on LAN (for debug) or on Steam.</param>
            <param name="playerId">The ID of the player whose name is retrieved.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.PlatformUtil.GetPlayerNameRaw(MegaCrit.Sts2.Core.Platform.PlatformType,System.UInt64)">
            <summary>
            Obtains the raw player name for the given player ID, without any escaping.
            Only use this for plain text contexts (e.g. <see cref="T:Godot.Label"/>, <see cref="T:MegaCrit.Sts2.addons.mega_text.MegaLabel"/>).
            For BBCode contexts (e.g. <see cref="T:MegaCrit.Sts2.addons.mega_text.MegaRichTextLabel"/>, HoverTip), use
            <see cref="M:MegaCrit.Sts2.Core.Platform.PlatformUtil.GetPlayerName(MegaCrit.Sts2.Core.Platform.PlatformType,System.UInt64)"/> instead.
            </summary>
            <param name="platformType">The platform type to use. Must be passed for cases where multiple platforms are
            supported; for instance, on PC we can play on LAN (for debug) or on Steam.</param>
            <param name="playerId">The ID of the player whose name is retrieved.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.PlatformUtil.GetLocalPlayerId(MegaCrit.Sts2.Core.Platform.PlatformType)">
            <summary>
            Returns the ID of the player playing on this machine.
            </summary>
            <param name="platformType">The platform type to use. Must be passed for cases where multiple platforms are
            supported; for instance, on PC we can play on LAN (for debug) or on Steam.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.PlatformUtil.GetFriendsWithOpenLobbies(MegaCrit.Sts2.Core.Platform.PlatformType)">
            <summary>
            Returns IDs of friends who are currently in lobbies that can be joined.
            </summary>
            <param name="platformType">The platform type to use. Must be passed for cases where multiple platforms are
            supported; for instance, on PC we can play on LAN (for debug) or on Steam.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.PlatformUtil.SupportsInviteDialog(MegaCrit.Sts2.Core.Platform.PlatformType)">
            <summary>
            Returns true if OpenInviteDialog may be called on the given platform; false otherwise.
            </summary>
            <param name="platformType">The platform type to use. Must be passed for cases where multiple platforms are
            supported; for instance, on PC we can play on LAN (for debug) or on Steam.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.PlatformUtil.OpenInviteDialog(MegaCrit.Sts2.Core.Multiplayer.Game.INetGameService)">
            <summary>
            Opens the platform invite dialog for the given net service.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.PlatformUtil.OpenUrl(System.String)">
            <summary>
            Opens a URL in a platform-specific browser.
            For example, on Steam, the URL is opened in the game overlay if available. On non-Steam PC, the URL is opened
            in the OS' default browser.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.PlatformUtil.OpenVirtualKeyboard">
            <summary>
            Opens the virtual keyboard.
            Does nothing on PC.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.PlatformUtil.CloseVirtualKeyboard">
            <summary>
            Closes the virtual keyboard.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.PlatformUtil.GetPlatformBranch">
            <summary>
            Returns which platform branch the player is playing on.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.PlatformUtil.GetThreeLetterLanguageCode">
            <summary>
            Returns the three-letter language code for the language that the player currently has set for the primary platform.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.PlatformUtil.GetRawLanguage">
            <summary>
            Returns the raw string identifier of the language code that the player currently has set for primary platform.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.PlatformUtil.SetRichPresence(System.String,System.String,System.Nullable{System.Int32})">
            <summary>
            Sets the primary rich presence display data for the player.
            This API is currently rather Steam-centric, so feel free to refactor later if necessary.
            </summary>
            <param name="token">The key in the rich presence localization to display as the primary string. Additional
            key/value pairs used for substitutions can be provided through <see cref="M:MegaCrit.Sts2.Core.Platform.PlatformUtil.SetRichPresenceValue(System.String,System.String)"/>.</param>
            <param name="playerGroup">The group to associate with. This is an arbitrary string that is used to associate
            players in the same multiplayer group together. Pass null if there is no multiplayer group.</param>
            <param name="groupSize">The size of the multiplayer group.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.PlatformUtil.SetRichPresenceValue(System.String,System.String)">
            <summary>
            Sets a key-value pair used in rich presence loc string substitution.
            This API is currently rather Steam-centric, so feel free to refactor later if necessary.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.PlatformUtil.ClearRichPresence">
            <summary>
            Clears all rich presence data set for the player, including the primary display data and associated key-value pairs.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.PlatformUtil.GetSupportedWindowMode">
            <summary>
            Returns the kind of fullscreening this platform allows for.
            See <see cref="T:MegaCrit.Sts2.Core.Platform.SupportedWindowMode"/> for the values.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.PlatformUtil.IsPlatformOverlayOpen">
            <summary>
            Returns whether or not the platform overlay (ie steam overlay) is currently open
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Platform.Steam.SteamInitializer.InitResult">
            <summary>
            Initialization result. Failure code if Initialization was called and Initialized is false.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Platform.Steam.SteamInitializer.DisconnectToken">
            <summary>
            Cancellation token that is cancelled when Steam disconnects. Pass this to SteamCallResult
            to prevent async Steam API calls from hanging indefinitely when the callback pump stops.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Platform.Steam.SteamJoinCallbackHandler">
            <summary>
            Responsible for handling Steam-related requests to join multiplayer sessions coming from outside the game.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.Steam.SteamJoinCallbackHandler.CheckForCommandLineJoin">
            <summary>
            If the game is not yet launched and the player accepts an invite, Steam launches the game with a specific command
            line argument. This method handles joining the multiplayer session. It should be called relatively early after
            the game is launched.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Platform.Steam.SteamRemoteSaveStore">
             <summary>
             Implementation of ISaveStore which saves files to Steam remote storage for syncing across devices.
            
             Note that the usage of Steam API in here can be confusing. Here's what I've actually observed happens when we write
             files:
             - Steam ALWAYS writes the file to a directory on the local computer (C:/Program Files (x86)/Steam/userdata/[appid])
             - If the user has enabled steam cloud saves, then Steam additionally uploads them to the cloud
            
             In addition, if the user re-enables steam cloud saves after having them disabled, then Steam immediately looks into
             the local userdata directory and tries to upload those files if they're there. So, while we always write to this
             save store while Steam is initialized. Whether those saves get uploaded to the cloud is up to the user's settings.
            
             EXCEPTION BEHAVIOR: Methods in this class can fail in two ways:
             1. Managed exceptions: Our wrapper code throws InvalidOperationException (write/read failures),
                FileNotFoundException (missing files), or SteamRemoteSaveStoreException (async read with non-OK EResult).
                The Steam API can return arbitrary EResult codes (see https://partner.steamgames.com/doc/api/steam_api#EResult),
                including unexpected ones after Cloud conflict resolution (e.g. k_EResultRemoteFileConflict, k_EResultBusy).
             2. Native exceptions: Every method delegates through Steamworks.NET's NativeMethods P/Invoke layer into Valve's
                native steam_api DLL. If the native code faults, the CLR raises SEHException, which cannot be predicted or
                prevented from managed code.
             Callers must not assume a fixed set of exception types. All callers on startup-critical or gameplay paths
             should catch broadly to avoid fatal errors.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Platform.Steam.SteamRemoteSaveStore.HasUserEnabledCloudSync">
             <summary>
             This controls whether files are synced from cloud to local.
             When the user disables steam cloud:
              - We still want to write files to the user's local steam cloud cache, to handle cloud conflicts later
              - But we never want to sync files from the user's steam cloud cache to our file storage.
            
             In essence: If the user has enabled cloud sync, then Steam cloud is the authority. If the user has disabled
             cloud sync, then our local storage becomes the authority. But in both instances, we wish to keep the two
             storages in sync.
            
             This allows players to turn off steam cloud sync in order to modify their save files.
             </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Platform.Steam.SteamStatsManager">
            <summary>
            Manages Steam user stats and global stat aggregates.
            Used to track per-user architect damage and fetch the global aggregate across all players.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Platform.SupportedWindowMode">
            <summary>
            The type of fullscreen that this platform supports.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Platform.SupportedWindowMode.None">
            <summary>
            Invalid value.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Platform.SupportedWindowMode.Any">
            <summary>
            This platform supports both fullscreen and non-fullscreen.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Platform.SupportedWindowMode.FullscreenOnlyDisplayToggle">
            <summary>
            This platform forces being in fullscreen. If the settings.save says that the game should be windowed, it is
            forced into fullscreen anyway (with the settings.save unchanged). The settings menu toggle will show as disabled.
            Used on platforms for which fullscreen may be supported depending on the current configuration; for example,
            Big Picture mode on a PC.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Platform.SupportedWindowMode.FullscreenOnly">
            <summary>
            This platform only allows being in fullscreen. If the settings.save says that the game should be windowed, it is
            forced into fullscreen anyway. The settings menu toggle will be hidden.
            Used on platforms like consoles and mobile where fullscreen is never supported.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Random.MegaRandom">
             <summary>
             Xoshiro256** (xor, shift, rotate) pseudo-random number generator (PRNG).
             The original algorithm's license is as follows.
            
             ====================================================================
             Written in 2018 by David Blackman and Sebastiano Vigna (vigna@acm.org)
            
             To the extent possible under law, the author has dedicated all copyright
             and related and neighboring rights to this software to the public domain
             worldwide. This software is distributed without any warranty.
             See <see href="http://creativecommons.org/publicdomain/zero/1.0/"/>. */
             =====================================================================
            
             This particular implementation is copied from the Redzen library with heavy modifications:
             https://github.com/colgreen/Redzen/blob/main/Redzen/Random/Xoshiro256StarStarRandom.cs
             The original license of the Redzen library is as follows.
            
             =====================================================================
             Redzen code library.
            
             Copyright 2015-2023 Colin D. Green (colin.green1@gmail.com)
            
             This software is issued under the MIT License.
            
             Permission is hereby granted, free of charge, to any person obtaining a copy
             of this software and associated documentation files (the "Software"), to deal
             in the Software without restriction, including without limitation the rights
             to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
             copies of the Software, and to permit persons to whom the Software is
             furnished to do so, subject to the following conditions:
            
             The above copyright notice and this permission notice shall be included in
             all copies or substantial portions of the Software.
            
             THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
             IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
             FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
             AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
             LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
             OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
             THE SOFTWARE.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.MegaRandom.#ctor">
            <summary>
            Initializes a new instance with a seed from the default seed source.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.MegaRandom.#ctor(System.UInt64)">
            <summary>
            Initializes a new instance with the provided seed.
            </summary>
            <param name="seed">Seed value.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.MegaRandom.Splitmix64(System.UInt64@)">
            <summary>
            Splitmix64 PRNG.
            </summary>
            <param name="x">PRNG state. This can take any value, including zero.</param>
            <returns>A new random UInt64.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.MegaRandom.Reinitialise(System.UInt64)">
            <summary>
            Re-initialises the random number generator state using the provided seed value.
            </summary>
            <param name="seed">Seed value.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.MegaRandom.NextBytes(System.Span{System.Byte})">
            <summary>
            Fills the provided span with random byte values, sampled from the uniform distribution with interval [0, 255].
            </summary>
            <param name="span">The byte span to fill with random samples.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.MegaRandom.NextULongInner">
            <summary>
            Get the next 64 random bits from the underlying PRNG. This method forms the foundation for most of the methods of each
            Next* implementation, which take these 64 bits and manipulate them to provide random values of various
            data types, such as integers, byte arrays, floating point values, etc.
            </summary>
            <returns>A <see cref="T:System.UInt64"/> containing random bits from the underlying PRNG algorithm.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.MegaRandom.Next(System.Int32)">
            <summary>
            Returns a random integer sampled from the uniform distribution with interval [0, maxValue),
            i.e., exclusive of <paramref name="maxValue"/>.
            </summary>
            <param name="maxValue">The maximum value to be sampled (exclusive).</param>
            <returns>A new random sample.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.MegaRandom.Next(System.Int32,System.Int32)">
            <summary>
            Returns a random integer sampled from the uniform distribution with interval [minValue, maxValue),
            i.e., inclusive of <paramref name="minValue"/> and exclusive of <paramref name="maxValue"/>.
            </summary>
            <param name="minValue">The minimum value to be sampled (inclusive).</param>
            <param name="maxValue">The maximum value to be sampled (exclusive).</param>
            <returns>A new random sample.</returns>
            <remarks>
            maxValue must be greater than minValue. minValue may be negative.
            </remarks>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.MegaRandom.NextDouble">
            <summary>
            Returns a random <see cref="T:System.Double"/> sampled from the uniform distribution with interval [0, 1),
            i.e., inclusive of 0.0 and exclusive of 1.0.
            </summary>
            <returns>A new random sample, of type <see cref="T:System.Double"/>.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.MegaRandom.NextInt">
            <summary>
            Returns a random integer sampled from the uniform distribution with interval [0, int.MaxValue],
            i.e., <b>inclusive</b> of <see cref="F:System.Int32.MaxValue"/>.
            </summary>
            <returns>A new random sample.</returns>
            <remarks>
            This method differs from <see cref="M:System.Random.Next"/>, in the following way; the uniform distribution that
            is sampled from includes the value <see cref="F:System.Int32.MaxValue"/>.
            </remarks>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.MegaRandom.NextUInt">
            <summary>
            Returns a random <see cref="T:System.UInt32"/> sampled from the uniform distribution with interval [0, uint.MaxValue],
            i.e., over the full range of possible uint values.
            </summary>
            <returns>A new random sample.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.MegaRandom.NextULong">
            <summary>
            Returns a random <see cref="T:System.UInt64"/> sampled from the uniform distribution with interval [0, ulong.MaxValue],
            i.e., over the full range of possible ulong values.
            </summary>
            <returns>A new random sample.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.MegaRandom.NextBool">
            <summary>
            Returns a random boolean sampled from the uniform discrete distribution {false, true}, i.e., a fair coin flip.
            </summary>
            <returns>A new random sample.</returns>
            <remarks>
            Returns a sample the Bernoulli distribution with p = 0.5; also known as a a fair coin flip.
            </remarks>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.MegaRandom.NextFloat">
            <summary>
            Returns a random <see cref="T:System.Single"/> sampled from the uniform distribution with interval [0, 1),
            i.e., inclusive of 0.0 and exclusive of 1.0.
            </summary>
            <returns>A new random sample, of type <see cref="T:System.Single"/>.</returns>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Random.PlayerRngSet.Rewards">
            <summary>
            Determines per-player reward generation. This means:
            * What cards are generated for rewards.
            * What potions are generated for rewards.
            * Whether or not the player gets a potion reward at all.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Random.PlayerRngSet.Shops">
            <summary>
            Determines what the different shops are selling.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Random.PlayerRngSet.Transformations">
            <summary>
            Determines what a transformed card will roll into,
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Random.Rng">
            <summary>
            A custom random class which allows predictable results when utilizing seeds.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Random.Rng.Chaotic">
            <summary>
            A non-deterministic RNG instance. This will not produce the same results after saving and loading.
            Good for when we need to randomize things that don't impact gameplay.
            We use this instead of the GD.Rand functions because they're extremely slow when called from C#.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.Rng.#ctor(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Models.ModelId,System.UInt32,System.Int32)">
             <summary>
             An ergonomic constructor for creating an RNG for a specific piece of content during a run.
             This RNG will be unique among:
              - The run (using player.RunState.Rng)
              - The player SLOT
              - The ID of the content passed
            
             This uses the player _slot index_, rather than the NetId, to ensure consistent results when playing a daily run.
             Because it only uses the three things above, if the player sees the same piece of content again this run, the
             RNG will return the same results. If that is a possibility, pass in a <paramref name="mixin"/>.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.Rng.FastForwardCounter(System.Int32)">
            <summary>
            Fast-forwards the counter of this Rng.
            The counter is the number of times this Rng has generated a number.
            </summary>
            <param name="targetCount">Count to fast-forward to.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.Rng.NextBool">
            <summary>
            Returns true or false. 50/50
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.Rng.NextInt(System.Int32)">
            <summary>
            Get a random integer between 0 (inclusive) and maxExclusive.
            </summary>
            <param name="maxExclusive">1 higher than the highest allowed int.</param>
            <returns>Random integer.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.Rng.NextInt(System.Int32,System.Int32)">
            <summary>
            Get a random integer between minInclusive and maxExclusive.
            </summary>
            <param name="minInclusive">Lowest allowed number.</param>
            <param name="maxExclusive">1 higher than the maximum allowed number.</param>
            <returns>Random integer.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.Rng.NextUnsignedInt(System.UInt32)">
            <summary>
            Get a random integer between 0 (inclusive) and maxExclusive.
            </summary>
            <param name="maxExclusive">1 higher than the highest allowed int.</param>
            <returns>Random integer.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.Rng.NextUnsignedInt(System.UInt32,System.UInt32)">
            <summary>
            Get a random integer between minInclusive and maxInclusive.
            </summary>
            <param name="minInclusive">Lowest allowed number.</param>
            <param name="maxExclusive">1 higher than the maximum allowed number.</param>
            <returns>Random integer.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.Rng.NextFloat(System.Single)">
            <summary>
            Get a random floating-point between 0 and max.
            </summary>
            <param name="max">Highest allowed number.</param>
            <returns>Random float.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.Rng.NextFloat(System.Single,System.Single)">
            <summary>
            Get a random floating-point number between min and max.
            </summary>
            <param name="min">Lowest allowed number.</param>
            <param name="max">Highest allowed number.</param>
            <returns>Random float.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.Rng.NextDouble">
            <summary>
            Get a random double-precision (double) between 0.0 (inclusive) and 1.0 (exclusive).
            </summary>
            <returns>Random double.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.Rng.NextDouble(System.Double,System.Double)">
            <summary>
            Get a random double-precision floating-point number between 0 and 1.
            </summary>
            <returns>Random double.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.Rng.NextGaussianDouble(System.Double,System.Double,System.Double,System.Double)">
            <summary>
            Generate a random floating-point number with a Gaussian distribution between min and max with the specified mean
            and standard deviation.
            See https://en.wikipedia.org/wiki/Normal_distribution for more on Gaussian distributions.
            </summary>
            <param name="mean">Mean for the Gaussian distribution.</param>
            <param name="stdDev">Standard deviation for the Gaussian distribution.</param>
            <param name="min">Lowest allowed number.</param>
            <param name="max">Highest allowed number.</param>
            <returns>Random double with a Gaussian distribution.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.Rng.NextGaussianInt(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            Returns a random number within a normal distribution.
            This is used as part of the algorithm for location assignment.
            <param name="mean">Mean for the Gaussian distribution.</param>
            <param name="stdDev">Standard deviation for the Gaussian distribution.</param>
            <param name="min">Lowest allowed number.</param>
            <param name="max">Highest allowed number.</param>
            <returns></returns>
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.Rng.NextItem``1(System.Collections.Generic.IEnumerable{``0})">
            <summary>
            Get a random item from the specified set of items.
            </summary>
            <param name="items">Set of items to pull from.</param>
            <typeparam name="T">Type of items contained in the set.</typeparam>
            <returns>Random item.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.Rng.WeightedNextItem``1(System.Collections.Generic.IEnumerable{``0},System.Func{``0,System.Single})">
            <summary>
            Get a random item from the specified set of items, respecting a specified weighting function.
            </summary>
            <param name="items">Set of items to pull from.</param>
            <param name="weightFetcher">Function to determine which items should be returned more/less often.</param>
            <typeparam name="T">Type of items contained in the set.</typeparam>
            <returns>Random item.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.Rng.WeightedNextItem``1(System.Single,System.Collections.Generic.IEnumerable{``0},System.Func{``0,System.Single},``0)">
            <summary>
            Get a random item from the specified set of items, respecting a specified weighting function.
            </summary>
            <param name="randInput">Floating-point number between 0 and 1 to use for randomness.</param>
            <param name="items">Set of items to pull from.</param>
            <param name="weightFetcher">Function to determine which items should be returned more/less often.</param>
            <param name="fallback">Element to return if the weighting function fails to grab an item.</param>
            <typeparam name="T">Type of items contained in the set.</typeparam>
            <returns>Random item.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Random.Rng.Shuffle``1(System.Collections.Generic.IList{``0})">
            <summary>
            Shuffles a list in place using the Fisher-Yates algorithm.
            </summary>
            <param name="list">The list to shuffle.</param>
            <typeparam name="T">Type of items in the list.</typeparam>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Rewards.CardReward._cardsWereManuallySet">
            <summary>
            This is true if cards were manually set through the constructor, and Options has an empty card pool. The intent
            when this is set to true is that _cards is a static list that should not be re-populated nor changed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rewards.CardReward.#ctor(MegaCrit.Sts2.Core.Runs.CardCreationOptions,System.Int32,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceSynchronizer)">
            <summary>
            Create a card reward from a specified source, using the current character's card pool and the source's
            rarity-rolling logic.
            This is the typical way one would generate a card reward for something like the end of combat.
            </summary>
            <param name="options">Options used to generate the card rewards.</param>
            <param name="cardCount">How many choices to offer (usually 3).</param>
            <param name="player">The player that this reward is for.</param>
            <param name="synchronizer">PlayerChoiceSynchronizer, for injection in tests.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rewards.CardReward.#ctor(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel},MegaCrit.Sts2.Core.Runs.CardCreationSource,MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Runs.CardCreationOptions,MegaCrit.Sts2.Core.GameActions.Multiplayer.PlayerChoiceSynchronizer)">
            <summary>
            Create a card reward with specific cards in it. This is for exceptionally rare cases where we want to offer a
            very specific set of cards that ignores modification, like during the tutorial run.
            Note that <see cref="M:MegaCrit.Sts2.Core.Rewards.CardReward.Populate"/> will do nothing if called after this method.
            </summary>
            <param name="cardsToOffer">List of cards to offer as rewards.</param>
            <param name="source">The source of the reward.</param>
            <param name="player">The player that this reward is for.</param>
            <param name="rerollOptions">If the options are rerolled with <see cref="T:MegaCrit.Sts2.Core.Models.Relics.Driftwood"/>, then these options will
            be used to generate a new set of cards.</param>
            <param name="synchronizer">PlayerChoiceSynchronizer, for injection in tests.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rewards.CardReward.Populate">
            <summary>
            Called when the CardReward rolls options for the first time, and may be called again afterward to generate a new
            set of the same type of rewards.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Rewards.RelicReward._predeterminedRelic">
            <summary>
            The relic that this reward gives, if it's predetermined.
            For randomly-rolled relic rewards (like from Elite combats), this is null.
            For predetermined relic rewards (like from <see cref="T:MegaCrit.Sts2.Core.Models.Events.FakeMerchant"/>), this is set to the predetermined relic.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Rewards.RelicReward._relic">
            <summary>
            The relic that this reward gives.
            For randomly-rolled relic rewards (like from Elite combats), this starts out null, and is populated by
            <see cref="M:MegaCrit.Sts2.Core.Rewards.RelicReward.Populate"/>.
            For predetermined relic rewards (like from <see cref="T:MegaCrit.Sts2.Core.Models.Events.FakeMerchant"/>), this is set to the predetermined relic.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rewards.Reward.Player">
            <summary>
            The player that this reward is for.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rewards.Reward.RewardsSetIndex">
            <summary>
            The index to use for this reward when ordering the rewards displayed in a <see cref="T:MegaCrit.Sts2.Core.Rewards.RewardsSet"/>.
            Lower indexes are displayed first.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rewards.Reward.IsPopulated">
            <summary>
            Whether this reward has been populated.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rewards.Reward.SuccessfullySelected">
            <summary>
            Whether the reward has successfully been taken.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Rewards.Reward._rngOverride">
            <summary>
            If this is set, uses this rng rather than the default one used by the particular reward (Typically a player RNG)
            Used in the Crystal Sphere Items so that we can pass the event rng to be used and not hit state divergences in multiplayer
            since we don't sync the player rng sets in that case
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rewards.Reward.Populate">
            <summary>
            Logic to run to populate this reward with options.
            For example, calling this on a CardReward would generate 3 cards for the player to choose from.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rewards.Reward.OnSelect">
            <summary>
            Logic to run when this reward is selected.
            </summary>
            <returns>
            Whether the reward was received. Usually true, but false in certain cases (like if the player tries to
            take a potion when they have no more room for potions).
            </returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rewards.Reward.CreateIcon">
            <summary>
            Create an icon node representing this reward.
            Null if we're in test mode.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rewards.Reward.SelectUnsynchronized">
            <summary>
            YOU SHOULD MOST LIKELY NOT BE CALLING THIS!
            See <see cref="M:MegaCrit.Sts2.Core.Multiplayer.Game.RewardsSetSynchronizer.SelectLocalReward(MegaCrit.Sts2.Core.Rewards.Reward)"/>.
            This only selects the reward on the local machine.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Rewards.RewardsSet">
            <summary>
            Represents a set of rewards that can be presented to the player.
            One of these is always generated at the end of combat, but events and relics can also present rewards.
            This class will always apply reward modifications from relics and other hooks.
            There are currently no cases in which you need to use this class directly. In the future, if there are complicated
            reward cases that are hard to build into RewardsCmd, change this class to support them.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rewards.RewardsSet.Id">
            <summary>
            Set by RewardsSetSynchronizer.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rewards.RewardsSet.EmptyForRoom(MegaCrit.Sts2.Core.Rooms.AbstractRoom)">
            <summary>
            Associates this rewards set with a room without generating rewards for it, and allows the rewards screen
            to be shown even with no rewards. This determines whether the rewards screen is terminal (has a proceed
            button). Use <see cref="M:MegaCrit.Sts2.Core.Rewards.RewardsSet.WithRewardsFromRoom(MegaCrit.Sts2.Core.Rooms.AbstractRoom)"/> to both associate a room and generate its rewards.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rewards.RewardsSet.WithRewardsFromRoom(MegaCrit.Sts2.Core.Rooms.AbstractRoom)">
            <summary>
            Generate a list of rewards to offer for the specified room.
            Should only be used with combat or treasure rooms.
            </summary>
            <param name="room">Room to generate rewards for.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rewards.RewardsSet.WithCustomRewards(System.Collections.Generic.List{MegaCrit.Sts2.Core.Rewards.Reward})">
            <summary>
            Used when custom rewards are offered, like in an event or by a relic.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rewards.RewardsSet.WithSkippingDisallowed">
            <summary>
            Call this to disallow skipping the rewards. The player must take all the rewards before the screen is dismissed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rewards.RewardsSet.GenerateWithoutOffering">
            <summary>
            Populates the reward instances in Rewards, calls modify hooks on them, and returns the result.
            Usually you want to use Offer instead. This is mostly for tests where we inspect the rewards that are generated.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rewards.RewardsSet.Offer">
            <summary>
            Populates the reward instances in Rewards, calls modify hooks on them, and offers the rewards to the player.
            If the player is not the local player, then rewards are only generated on the backend and not shown to the player.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rewards.RewardsSet.GenerateRewardsFor(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Rooms.AbstractRoom)">
            <summary>
            Generates a list of default rewards to offer at the end of the specified room.
            This does _not_ include hook modifications, like from Prayer Wheel.
            Calling this may increment RNG counters and make other run state changes.
            </summary>
            <param name="player">Player to generate rewards for.</param>
            <param name="room">Room to generate rewards for.</param>
            <returns>List of rewards.</returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Rewards.SpecialCardReward">
            <summary>
            A reward that adds a specific card to the player's deck.
            Good for events like <see cref="T:MegaCrit.Sts2.Core.Models.Events.TheLanternKey"/> that give specific quest cards, and for other miscellaneous spots
            that offer specific cards as rewards (like <see cref="T:MegaCrit.Sts2.Core.Models.Monsters.ThievingHopper"/> giving you your stolen card back as a reward).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rewards.SpecialCardReward.SetCustomDescriptionEncounterSource(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Set an encounter to use for this reward's description.
            If this is not set, the default description will be used.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.AbstractMegaRichTextEffect.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.AbstractMegaRichTextEffect.MethodName.ShouldTransformText">
            <summary>
            Cached name for the 'ShouldTransformText' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.AbstractMegaRichTextEffect.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.AbstractMegaRichTextEffect.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.AbstractMegaRichTextEffect.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.AbstractMegaRichTextEffect.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.AbstractMegaRichTextEffect.PropertyName.bbcode">
            <summary>
            Cached name for the 'bbcode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.AbstractMegaRichTextEffect.PropertyName.Bbcode">
            <summary>
            Cached name for the 'Bbcode' property.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.AbstractMegaRichTextEffect.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.AbstractMegaRichTextEffect.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.AbstractMegaRichTextEffect.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.AbstractMegaRichTextEffect.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.AbstractMegaRichTextEffect.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextAncientBanner.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextAncientBanner.MethodName._ProcessCustomFX">
            <summary>
            Cached name for the '_ProcessCustomFX' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextAncientBanner.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextAncientBanner.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextAncientBanner.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextAncientBanner.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextAncientBanner.PropertyName.Rotation">
            <summary>
            Cached name for the 'Rotation' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextAncientBanner.PropertyName.Spacing">
            <summary>
            Cached name for the 'Spacing' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextAncientBanner.PropertyName.CenterCharacter">
            <summary>
            Cached name for the 'CenterCharacter' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextAncientBanner.PropertyName.Bbcode">
            <summary>
            Cached name for the 'Bbcode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextAncientBanner.PropertyName.bbcode">
            <summary>
            Cached name for the 'bbcode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextAncientBanner.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextAncientBanner.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextAncientBanner.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextAncientBanner.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextAncientBanner.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextAncientBanner.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextAqua.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextAqua.MethodName._ProcessCustomFX">
            <summary>
            Cached name for the '_ProcessCustomFX' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextAqua.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextAqua.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextAqua.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextAqua.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextAqua.PropertyName.Bbcode">
            <summary>
            Cached name for the 'Bbcode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextAqua.PropertyName.bbcode">
            <summary>
            Cached name for the 'bbcode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextAqua.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextAqua.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextAqua.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextAqua.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextAqua.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextAqua.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextBlue.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextBlue.MethodName._ProcessCustomFX">
            <summary>
            Cached name for the '_ProcessCustomFX' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextBlue.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextBlue.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextBlue.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextBlue.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextBlue.PropertyName.Bbcode">
            <summary>
            Cached name for the 'Bbcode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextBlue.PropertyName.bbcode">
            <summary>
            Cached name for the 'bbcode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextBlue.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextBlue.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextBlue.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextBlue.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextBlue.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextBlue.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextFadeIn.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextFadeIn.MethodName._ProcessCustomFX">
            <summary>
            Cached name for the '_ProcessCustomFX' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextFadeIn.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextFadeIn.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextFadeIn.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextFadeIn.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextFadeIn.PropertyName.Bbcode">
            <summary>
            Cached name for the 'Bbcode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextFadeIn.PropertyName.bbcode">
            <summary>
            Cached name for the 'bbcode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextFadeIn.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextFadeIn.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextFadeIn.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextFadeIn.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextFadeIn.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextFadeIn.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextFlyIn.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextFlyIn.MethodName._ProcessCustomFX">
            <summary>
            Cached name for the '_ProcessCustomFX' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextFlyIn.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextFlyIn.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextFlyIn.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextFlyIn.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextFlyIn.PropertyName.Bbcode">
            <summary>
            Cached name for the 'Bbcode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextFlyIn.PropertyName.bbcode">
            <summary>
            Cached name for the 'bbcode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextFlyIn.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextFlyIn.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextFlyIn.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextFlyIn.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextFlyIn.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextFlyIn.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextGold.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextGold.MethodName._ProcessCustomFX">
            <summary>
            Cached name for the '_ProcessCustomFX' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextGold.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextGold.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextGold.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextGold.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextGold.PropertyName.Bbcode">
            <summary>
            Cached name for the 'Bbcode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextGold.PropertyName.bbcode">
            <summary>
            Cached name for the 'bbcode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextGold.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextGold.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextGold.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextGold.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextGold.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextGold.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextGreen.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextGreen.MethodName._ProcessCustomFX">
            <summary>
            Cached name for the '_ProcessCustomFX' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextGreen.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextGreen.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextGreen.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextGreen.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextGreen.PropertyName.Bbcode">
            <summary>
            Cached name for the 'Bbcode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextGreen.PropertyName.bbcode">
            <summary>
            Cached name for the 'bbcode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextGreen.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextGreen.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextGreen.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextGreen.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextGreen.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextGreen.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextJitter.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextJitter.MethodName._ProcessCustomFX">
            <summary>
            Cached name for the '_ProcessCustomFX' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextJitter.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextJitter.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextJitter.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextJitter.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextJitter.PropertyName.Bbcode">
            <summary>
            Cached name for the 'Bbcode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextJitter.PropertyName.bbcode">
            <summary>
            Cached name for the 'bbcode' field.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextJitter.PropertyName._fastNoise">
            <summary>
            Cached name for the '_fastNoise' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextJitter.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextJitter.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextJitter.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextJitter.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextJitter.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextJitter.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextOrange.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextOrange.MethodName._ProcessCustomFX">
            <summary>
            Cached name for the '_ProcessCustomFX' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextOrange.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextOrange.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextOrange.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextOrange.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextOrange.PropertyName.Bbcode">
            <summary>
            Cached name for the 'Bbcode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextOrange.PropertyName.bbcode">
            <summary>
            Cached name for the 'bbcode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextOrange.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextOrange.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextOrange.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextOrange.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextOrange.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextOrange.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextPink.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextPink.MethodName._ProcessCustomFX">
            <summary>
            Cached name for the '_ProcessCustomFX' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextPink.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextPink.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextPink.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextPink.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextPink.PropertyName.Bbcode">
            <summary>
            Cached name for the 'Bbcode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextPink.PropertyName.bbcode">
            <summary>
            Cached name for the 'bbcode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextPink.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextPink.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextPink.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextPink.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextPink.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextPink.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextPurple.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextPurple.MethodName._ProcessCustomFX">
            <summary>
            Cached name for the '_ProcessCustomFX' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextPurple.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextPurple.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextPurple.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextPurple.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextPurple.PropertyName.Bbcode">
            <summary>
            Cached name for the 'Bbcode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextPurple.PropertyName.bbcode">
            <summary>
            Cached name for the 'bbcode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextPurple.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextPurple.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextPurple.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextPurple.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextPurple.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextPurple.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextRed.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextRed.MethodName._ProcessCustomFX">
            <summary>
            Cached name for the '_ProcessCustomFX' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextRed.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextRed.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextRed.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextRed.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextRed.PropertyName.Bbcode">
            <summary>
            Cached name for the 'Bbcode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextRed.PropertyName.bbcode">
            <summary>
            Cached name for the 'bbcode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextRed.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextRed.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextRed.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextRed.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextRed.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextRed.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextSine.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextSine.MethodName._ProcessCustomFX">
            <summary>
            Cached name for the '_ProcessCustomFX' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextSine.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextSine.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextSine.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextSine.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextSine.PropertyName.Bbcode">
            <summary>
            Cached name for the 'Bbcode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextSine.PropertyName.bbcode">
            <summary>
            Cached name for the 'bbcode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextSine.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextSine.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextSine.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextSine.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextSine.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextSine.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextThinkyDots.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextThinkyDots.MethodName._ProcessCustomFX">
            <summary>
            Cached name for the '_ProcessCustomFX' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextThinkyDots.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextThinkyDots.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextThinkyDots.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextThinkyDots.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextThinkyDots.PropertyName.Bbcode">
            <summary>
            Cached name for the 'Bbcode' property.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.RichTextTags.RichTextThinkyDots.PropertyName.bbcode">
            <summary>
            Cached name for the 'bbcode' field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextThinkyDots.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextThinkyDots.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextThinkyDots.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextThinkyDots.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.RichTextTags.RichTextThinkyDots.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.RichTextTags.RichTextThinkyDots.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rooms.AbstractRoom.ModelId">
            <summary>
            The model ID associated with this room. Non-null for combat rooms and event rooms.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rooms.AbstractRoom.IsPreFinished">
            <summary>
            Whether or not this room should load in as already finished.
            Used by the save/load system when the player saves after finishing a room, but before choosing a new map
            location to visit.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rooms.AbstractRoom.Id">
            <summary>
            The ID of the room within the current map coordinate.
            This id is only unique within each map coordinate. You usually shouldn't have to use this directly; look at
            <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.RunLocation"/> instead.
            This is not stable across save/load.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rooms.AbstractRoom.Enter(MegaCrit.Sts2.Core.Runs.IRunState,System.Boolean)">
            <summary>
            Called when this room is being entered.
            </summary>
            <param name="runState">The state of the run that this room is being entered in.</param>
            <param name="isRestoringRoomStackBase">
            If true, skip hooks and room visit tracking. Used when reconstructing the base of the room stack on load
            (e.g., pushing a parent EventRoom underneath a pre-finished CombatRoom).
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rooms.AbstractRoom.EnterInternal(MegaCrit.Sts2.Core.Runs.IRunState,System.Boolean)">
            <summary>
            Override this in implementors.
            </summary>
            <param name="runState">The state of the run that this room is being entered in.</param>
            <param name="isRestoringRoomStackBase">
            If true, skip hooks and room visit tracking. Used when reconstructing the base of the room stack on load
            (e.g., pushing a parent EventRoom underneath a pre-finished CombatRoom).
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rooms.AbstractRoom.Exit(MegaCrit.Sts2.Core.Runs.IRunState)">
            <summary>
            Called when this room is being exited.
            </summary>
            <param name="runState">The state of the run that this room is being exited in.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rooms.AbstractRoom.Resume(MegaCrit.Sts2.Core.Rooms.AbstractRoom,MegaCrit.Sts2.Core.Runs.IRunState)">
            <summary>
            Called when another room is popped off the room stack, causing this to become the current room again.
            </summary>
            <param name="exitedRoom">The room that was exited before this was called.</param>
            <param name="runState">The state of the run that this room is being resumed in.</param>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rooms.AbstractRoom.IsVictoryRoom">
            <summary>
            Is this the "Victory" room where the player meets the Architect and the run ends?
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rooms.BackgroundAssets.#ctor(System.String,MegaCrit.Sts2.Core.Random.Rng)">
             Creates the combat background for a particular encounter. If this encounter doesn't have a unique background,
             automatically pull the one for the act. Otherwise scrub through the the corresponding filepath and set up the
             background dynamically.
             file structure:
             ->scenes/backgrounds/{title}
             --> layers
             ---> {title}_bg_00_a.tscn
             ---> {title}_bg_01_a.tscn
             ---> {title}_bg_01_b.tscn
             ---> {title}_bg_02_a.tscn
             ---> {title}_bg_02_b.tscn
             ---> {title}_fg_a.tscn
             --> {title}_background.tscn
            
             notes:
             - the {title}_background.tscn file helps visually define how the layers are set up
             - the layer scenes (in the layer folder) are an asset optimization.
             - {title} must be exactly the same as the class name
             - layer files that share the same prefix (_bg_##, _fg_) are grouped together, and will be randomly chosen for the combat's background
             - you can have as many _bg_ layers as you want.
             - _bg_ layers are stacked from least to most
             - there is only 1 fg layer currently
        </member>
        <member name="T:MegaCrit.Sts2.Core.Rooms.CombatEventVisuals">
            <summary>
            Represents the visuals that should be used for a combat-style event.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rooms.CombatRoom.Encounter">
            <summary>
            The mutable encounter that the player is facing in this room.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rooms.CombatRoom.CombatState">
            <summary>
            The state of the combat that is currently in progress in this room.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rooms.CombatRoom.ShouldCreateCombat">
            <summary>
            Whether to create a combat room node for this combat room.
            Usually true, but false for "delayed-start" combats, like events with combat-style layouts that can transition
            to combats if certain options are selected.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rooms.CombatRoom.ShouldResumeParentEventAfterCombat">
            <summary>
            If this combat room is nested within an event room, should we resume the parent event after combat ends?
            Usually true, but false for some combat-style events. In many of these cases, you transition from a visual-only
            combat room into a real combat, and then you just proceed to the next map point after combat ends.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rooms.CombatRoom.ParentEventId">
            <summary>
            If this combat room is nested within an event room that should resume after combat,
            this stores the parent event's ID so the event room can be recreated on load.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rooms.CombatRoom.#ctor(MegaCrit.Sts2.Core.Models.EncounterModel,MegaCrit.Sts2.Core.Runs.IRunState)">
            <summary>
            Creates a combat room for the given encounter.
            </summary>
            <param name="encounter">Encounter that is taking place in this combat room.</param>
            <param name="runState">State of the run that this combat room is a part of.</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Rooms.CombatRoomMode">
            <summary>
            The mode that the combat room is in.
            This allows for combat rooms to be used in many different scenarios. See the specific options for details.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Rooms.CombatRoomMode.ActiveCombat">
            <summary>
            Full combat - shows all creatures, combat UI, enables interactivity, runs hooks.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Rooms.CombatRoomMode.FinishedCombat">
            <summary>
            Finished combat - shows players only, no combat UI, no interactivity, no hooks.
            Used when loading a save after combat ended but before leaving the room.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Rooms.CombatRoomMode.VisualOnly">
            <summary>
            Visual only - shows all creatures (allies and enemies) but no combat UI, no interactivity, no hooks.
            Used for combat-style events where enemies are visible but not yet fightable.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rooms.EventRoom.CanonicalEvent">
            <summary>
            The canonical version of the event that the player is doing in this room.
            Unlike CombatRoom.Encounter, we want this to be canonical, because we create a separate mutable copy for each
            player.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rooms.EventRoom.LocalMutableEvent">
            <summary>
            The mutable version of the event that the local player is doing in this room.
            When using this, keep in mind that the
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rooms.ICombatRoomVisuals.Encounter">
            <summary>
            The encounter (for background, scene/slots).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rooms.ICombatRoomVisuals.Allies">
            <summary>
            Creatures to display on the ally side.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rooms.ICombatRoomVisuals.Enemies">
            <summary>
            Creatures to display on the enemy side.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rooms.ICombatRoomVisuals.Act">
            <summary>
            The act this combat room is being shown in.
            Used to get a fallback background scene if the encounter doesn't have one.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rooms.RoomSet.HasAncient">
            <summary>
            This is false in exactly one scenario: when Neow is not spawned as part of the player's first run
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Rooms.RoomSet.HasSecondBoss">
            <summary>
            Whether this act has a second boss (Double Boss ascension mode).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rooms.RoomSet.SwapToOrCreateAtIndex``2(System.Collections.Generic.List{``0},System.Int32)">
            <summary>
            This forces a specific model type to be at a specific index in a list.
            First, it searches for a model of type TSpecificModel in the list. If one already exists in the list, it is
            swapped with the model at the passed index. Otherwise, the model at the passed index is replaced a new instance
            of TSpecificModel.
            Used when setting order of specific encounters or events in the tutorial.
            </summary>
            <param name="list">The list to search in.</param>
            <param name="desiredIndex">The index where the model type will be at, in the end.</param>
            <typeparam name="TBaseModel">The type of models contained in the list.</typeparam>
            <typeparam name="TSpecificModel">The specific kind of model we'll force to be at desiredIndex.</typeparam>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Rooms.RoomType">
             <summary>
             <para>
             Represents a type of room that a player can be in. This is different from <see cref="T:MegaCrit.Sts2.Core.Map.MapPointType"/> in subtle but
             important ways.
             </para>
            
             <para>
             A MapPointType represents a type of point on the map. When a player clicks on one of these points, a RoomType is
             "resolved". Most of the time, this resolution is straightforward:
            
             <list type="bullet">
                 <item>MapPointType.Monster always resolves to RoomType.Monster.</item>
                 <item>MapPointType.Treasure always resolves to RoomType.Treasure.</item>
                 <item>etc.</item>
             </list>
            
             However, MapPointType.Unknown ("?" on the map) can resolve to RoomType.Event, RoomType.Monster, and others.
             Furthermore, the current RoomType can change without the MapPointType changing. For example, imagine this sequence:
            
             <list type="number">
                 <item>The player clicks on a ? map point (MapPointType.Unknown).</item>
                 <item>The room type resolves to RoomType.Event.</item>
                 <item>In the event, the player selects the "Start a Fight!" option.</item>
                 <item>The room type changes to RoomType.Monster.</item>
             </list>
            
             With this in mind, it's important to treat these two concepts as distinct.
             </para>
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rooms.TreasureRoom.DoNormalRewards">
            <summary>
            Offer the normal treasure room rewards (gold, relics, etc.)
            </summary>
            <returns>The amount of gold given to the player.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Rooms.TreasureRoom.DoExtraRewardsIfNeeded">
            <summary>
            Offer extra rewards.
            Normally this does nothing but if extra rewards were added by a relic then this will show the rewards screen.
            Note that this only awaits the local player's reward task, and not everyone's.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Runs.CardCreationFlags">
            <summary>
            Various flags which can be passed to the CardCreationOptions to control card generation behavior.
            This controls both built-in behavior (rolling for upgrades in rewards) as well as hook behavior (Molten Egg, Ruby
            Earrings).
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.CardCreationFlags.NoRarityModification">
            <summary>
            Indicates that rarity should not be modified.
            This should be used when an event option specifies the rarity. For example, <see cref="T:MegaCrit.Sts2.Core.Models.Events.RoomFullOfCheese"/>
            specifies that its rewards are uncommon, so no relics should modify the rarities.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.CardCreationFlags.NoUpgradeRoll">
            <summary>
            Indicates that the built-in reward upgrade should not be applied.
            When offering combat rewards, there is a chance that cards are offered upgraded. This should not apply to most
            event rewards, but it does for some other rewards like those offered from <see cref="T:MegaCrit.Sts2.Core.Models.Relics.Orrery"/>.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.CardCreationFlags.NoHookUpgrades">
            <summary>
            Indicates that all modify hooks that upgrade cards should not apply their effect.
            Applies to things like <see cref="T:MegaCrit.Sts2.Core.Models.Relics.MoltenEgg"/>.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.CardCreationFlags.NoModifyHooks">
            <summary>
            Indicates that no modify hooks should be run.
            This is used when a modify hook itself generates a card, to prevent infinite looping. For example,
            <see cref="T:MegaCrit.Sts2.Core.Models.Relics.LastingCandy"/> uses this when generating new rewards so that it itself doesn't apply to the reward
            it generates.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.CardCreationFlags.NoCardPoolModifications">
            <summary>
            Indicates that the card pool passed to the reward generation should not be modified.
            Relics like <see cref="T:MegaCrit.Sts2.Core.Models.Relics.PrismaticGem"/> can modify the reward pool passed into the reward generation. However,
            relics like <see cref="T:MegaCrit.Sts2.Core.Models.Relics.LastingCandy"/> generate a card from a pool of only powers, which should not be modified
            by hooks.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.CardCreationFlags.NoCardModelModifications">
            <summary>
            Indicates that the cards passed to the reward generation should not be modified.
            FTUE can manually set the cards that are offered to the player. <see cref="T:MegaCrit.Sts2.Core.Models.Relics.SilverCrucible"/> should be allowed
            to upgraded these cards (the player can get it if they're playing their first run in multiplayer), but Prismatic
            Shard should not be allowed to change the cards.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.CardCreationFlags.ForceRarityOddsChange">
            <summary>
            Indicates that the odds of rolling rare cards should be modified and that we should use the modified odds, even
            if this is not an encounter roll.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.CardCreationFlags.IsCardReward">
            <summary>
            Indicates that the cards created other specifically for a card reward. It is explicitly added in  <see cref="T:MegaCrit.Sts2.Core.Rewards.CardReward"/>.
            Important for relics like <see cref="T:MegaCrit.Sts2.Core.Models.Relics.PrismaticGem"/> or <see cref="T:MegaCrit.Sts2.Core.Models.Relics.DingyRug"/> that only affect card rewards.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.CardCreationFlags.NoUpgrades">
            <summary>
            Indicates that no upgrades should be applied to the generated card at all.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.CardCreationFlags.NoModifications">
            <summary>
            Specifies that the pool and cards generated may not be modified.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Runs.CardCreationOptions">
            <summary>
            Options passed when creating cards for rewards.
            Various combinations of these options will do different things, so read carefully when you are using this for a
            new circumstance.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.CardCreationOptions.CardPools">
            <summary>
            The card pool from which rewards will be pulled.
            Either <see cref="P:MegaCrit.Sts2.Core.Runs.CardCreationOptions.CardPools"/> must be non-empty or <see cref="P:MegaCrit.Sts2.Core.Runs.CardCreationOptions.CustomCardPool"/> must be non-null.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.CardCreationOptions.CardPoolFilter">
            <summary>
            The filter to apply to the card pool when generating rewards.
            We use this instead of <see cref="P:MegaCrit.Sts2.Core.Runs.CardCreationOptions.CustomCardPool"/> because it allows effects that modify the available card
            pools (like <see cref="T:MegaCrit.Sts2.Core.Models.Relics.PrismaticGem"/>) to properly apply the same filter.
            WARNING: This cannot be serialized, so don't use this when adding extra rewards to combat rewards.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.CardCreationOptions.CustomCardPool">
            <summary>
            The card pool from which rewards will be pulled.
            Either <see cref="P:MegaCrit.Sts2.Core.Runs.CardCreationOptions.CardPools"/> must be non-empty or <see cref="P:MegaCrit.Sts2.Core.Runs.CardCreationOptions.CustomCardPool"/> must be non-null.
            WARNING: This cannot be serialized, so don't use this when adding extra rewards to combat rewards.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.CardCreationOptions.Source">
            <summary>
            The source from which this reward is being generated from.
            Used to indicate to modification hooks whether they should apply to this reward or not. For example, some relics
            specify that they only apply to encounter rewards, and not to rewards from events or shops.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.CardCreationOptions.RarityOdds">
            <summary>
            The odds to use when generating the rarity of the cards in the reward.
            Hooks should look at the source to determine where the cards come from, not this.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.CardCreationOptions.Flags">
            <summary>
            Restrictions applied when determining what can modify the generated rewards.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.CardCreationOptions.RngOverride">
            <summary>
            If set, we use this override over the default one in the factory
            Used in the Crystal Sphere Items so that we can pass the event rng to be used and not hit state divergences in multiplayer
            since we don't sync the player rng sets in that case
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.CardCreationOptions.#ctor(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardPoolModel},MegaCrit.Sts2.Core.Runs.CardCreationSource,MegaCrit.Sts2.Core.Runs.CardRarityOddsType,System.Func{MegaCrit.Sts2.Core.Models.CardModel,System.Boolean})">
            <summary>
            Constructor which takes a card pool model.
            </summary>
            <param name="cardPools">The card pools from which rewards will be generated.</param>
            <param name="source">The purpose for which the rewards are being generated.</param>
            <param name="rarityOdds">The odds to apply when rolling card rarities.</param>
            <param name="cardPoolFilter">A filter to apply to the card pool when generating rewards.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.CardCreationOptions.#ctor(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel},MegaCrit.Sts2.Core.Runs.CardCreationSource,MegaCrit.Sts2.Core.Runs.CardRarityOddsType)">
            <summary>
            Constructor which takes a custom card pool.
            </summary>
            <param name="customCardPool">The list of cards from which rewards will be generated.</param>
            <param name="source">The purpose for which the rewards are being generated.</param>
            <param name="rarityOdds">The odds to apply when rolling card rarities.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.CardCreationOptions.ForRoom(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Rooms.RoomType)">
            <summary>
            Creates a default instance of CardCreationOptions for use in generating end-of-combat rewards or shop rewards for
            the given room type.
            Do not use this in events or relics.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.CardCreationOptions.ForNonCombatWithDefaultOdds(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardPoolModel},System.Func{MegaCrit.Sts2.Core.Models.CardModel,System.Boolean})">
            <summary>
            Generates an instance of CardCreationOptions which can be used when generating rewards for events or relics.
            This uses CardRarityOddsType.RegularEncounter to generate card rarities, meaning that common cards will be far
            more likely to show up than rare ones.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.CardCreationOptions.ForNonCombatWithDefaultOdds(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel})">
            <summary>
            Generates an instance of CardCreationOptions which should be used when generating rewards for events or relics.
            This uses CardRarityOddsType.RegularEncounter to generate card rarities, meaning that common cards will be much
            more likely to show up than rare ones.
            DO NOT use this if your custom pool only contains cards of specific rarities! CardRarityOddsType.RegularEncounter
            rolls for rarity, and if it lands on a rarity that your pool does not contain, then it will break. In that
            situation, use ForEventWithUniformOdds instead.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.CardCreationOptions.ForNonCombatWithUniformOdds(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardPoolModel},System.Func{MegaCrit.Sts2.Core.Models.CardModel,System.Boolean})">
            <summary>
            Generates an instance of CardCreationOptions which can be used when generating rewards for events or relics.
            This uses CardRarityOddsType.Uniform to generate card rarities, meaning that all cards in the pool will have an
            even chance of being rolled.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.CardCreationOptions.GetPossibleCards(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Get all the cards that could be created for the specified player based on this set of options.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.CardCreationOptions.WithCustomPool(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel},System.Nullable{MegaCrit.Sts2.Core.Runs.CardRarityOddsType})">
            <summary>
            Sets the custom pool on this instance of CardCreationOptions.
            </summary>
            <param name="customPool">The custom pool to use when rolling rewards.</param>
            <param name="rarityOdds">
            The new rarity odds to use when rolling rewards.
            If there is only one rarity in the new custom pool, you should pass Uniform to this.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.CardCreationOptions.WithCardPools(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardPoolModel},System.Func{MegaCrit.Sts2.Core.Models.CardModel,System.Boolean})">
            <summary>
            Sets the card pool on this instance of CardCreationOptions.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.CardCreationOptions.WithFlags(MegaCrit.Sts2.Core.Runs.CardCreationFlags)">
            <summary>
            Sets flags on this instance of CardCreationOptions.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.CardCreationSource.Encounter">
            <summary>
            This card was created for a post-encounter card reward.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.CardCreationSource.Shop">
            <summary>
            This card was created to be shown in a shop.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.CardCreationSource.Other">
            <summary>
            This card was created for a reward generated from an event or relic.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.CardRarityOddsType.None">
            <summary>
            Sentinel value, should not be used.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.CardRarityOddsType.RegularEncounter">
            <summary>
            Rolls for rarity as if we were generating cards for a regular encounter.
            Note that this does not mean that the reward was generated from an encounter. Use this in conjunction with
            CardCreationSource to determine that.
            This roll method should be used in cases where you are generating a reward that should weight more towards
            commons than rares (which is usually the case). Be careful not to use this or the other encounter types if you
            are limiting the rarity in the pool passed to the generation.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.CardRarityOddsType.EliteEncounter">
            <summary>
            Rolls for rarity as if we were generating cards for an elite encounter.
            Be careful not to use this or the other encounter types if you are limiting the rarity in the pool passed to the
            generation.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.CardRarityOddsType.BossEncounter">
            <summary>
            Rolls for rarity as if we were generating cards for an boss encounter (i.e. only rare cards).
            Be careful not to use this or the other encounter types if you are limiting the rarity in the pool passed to the
            generation.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.CardRarityOddsType.Shop">
            <summary>
            Rolls for rarity as if we were generating cards for showing in the shop.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.CardRarityOddsType.Uniform">
            <summary>
            Forces rolling all cards in the pool unweighted - rarity is not taken into account.
            Use this if you are limiting the rarity in the pool passed to the generation.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Runs.ExtraRunFields">
            <summary>
            Extra fields that are used for specific pieces of content within a run.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.ExtraRunFields.StartedWithNeow">
            <summary>
            Whether or not the player started the run at the <see cref="T:MegaCrit.Sts2.Core.Models.Events.Neow"/> Ancient.
            This is used to determine whether or not to show the first node in Act 1 as Neow when loading from a save.
            If the player starts a singleplayer run, then unlocks the Neow epoch in multiplayer and places it, we don't want
            to generate the map upon load with Neow in it.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.ExtraRunFields.TestSubjectKills">
            <summary>
            Number of times the Test Subject was killed in this run. We need to save this so that it gets saved to the
            SerializableProgress at the end of the run.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.ExtraRunFields.FreedRepy">
            <summary>
            Whether or not the player went to the <see cref="T:MegaCrit.Sts2.Core.Models.Events.WarHistorianRepy"/> event and freed Repy in this run.
            This is then used to determine wither to show Repy in the background of the <see cref="T:MegaCrit.Sts2.Core.Models.Encounters.QueenBoss"/> encounter.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Runs.GameMode">
            <summary>
            The kind of game mode a run is played in.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.GameModeExtension.AreAchievementsAndEpochsLocked(MegaCrit.Sts2.Core.Runs.GameMode)">
            <summary>
            Helper method to check if epochs and achievements are allowed this run.
            Update once more game modes are created.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Runs.History.AncientChoiceHistoryEntry">
            <summary>
            Ancient choice logs are used exclusively to to make Ancient Metrics to send to our metrics site. This makes them a
            bit more flexible to use than the MapPointHistoryEntry.EventChoices which are required to be LocStrings.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.History.AncientChoiceHistoryEntry.#ctor">
            <summary>
            For serialization only
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.History.MapPointHistoryEntry.Rooms">
            <summary>
            All the rooms entered in this map point. Usually contains just 1, but can contain more when one type of
            room transitions into another (like when the Dense Vegetation event transitions into the Wrigglers combat).
            Accessing index 0 will usually give you what you want, but keep an eye out for cases where you may care
            about other rooms entered in the same map point.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Runs.History.MapPointRoomHistoryEntry">
            <summary>
            Represents a room in a map point.
            Since each map point can contain multiple rooms (e.g. <see cref="T:MegaCrit.Sts2.Core.Models.Events.DenseVegetation"/>'s
            <see cref="T:MegaCrit.Sts2.Core.Models.Encounters.DenseVegetationEventEncounter"/>), we need multiple of these per map point.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.History.MapPointRoomHistoryEntry.RoomType">
            <summary>
            The type of room this is. Tells us what type of model ModelId refers to.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.History.MapPointRoomHistoryEntry.ModelId">
            <summary>
            The model id of the encounter or event at each room in this map point. ie CEREMONIAL_BEAST
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.History.MapPointRoomHistoryEntry.MonsterIds">
            <summary>
            The model IDs of the monsters in the encounter, if this was an encounter.
            This contains the actual monsters that the encounter resolved to, if the encounter has random monsters.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Runs.ICardScope">
            <summary>
            A scope in which cards exist.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.ICardScope.CreateCard``1(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Create a card within this scope.
            </summary>
            <param name="owner">Owner of the new card.</param>
            <typeparam name="T">Type of the new card.</typeparam>
            <returns>Newly-created card.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.ICardScope.CreateCard(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Create a card within this scope, based on a canonical card.
            </summary>
            <param name="canonicalCard">Canonical version of the new card.</param>
            <param name="owner">Owner of the new card.</param>
            <returns>Newly-created card.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.ICardScope.CloneCard(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            WARNING: If you're specifically intending to create a clone in combat for an effect like <see cref="T:MegaCrit.Sts2.Core.Models.Cards.DualWield"/>,
            you should use <see cref="M:MegaCrit.Sts2.Core.Models.CardModel.CreateClone"/> instead.
            Create a clone of a mutable card within this scope.
            The card must already have an owner.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.ICardScope.AddCard(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Add a mutable card to this scope.
            The card must not have an owner yet.
            </summary>
            <param name="mutableCard">Mutable card to add.</param>
            <param name="owner">The player who should own this card.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.ICardScope.RemoveCard(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Remove a card from this scope.
            Be careful with this! Outside of tests, cards should really not be moving around between scopes.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.ICardScope.DebugOnlyGet(MegaCrit.Sts2.Core.Entities.Cards.CardScope)">
            <summary>
            THIS IS TEMPORARY AND SHOULD ONLY BE USED IN TESTS AND DEV CONSOLE COMMANDS.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Runs.IPlayerCollection">
            <summary>
            Interface for a collection of players. Primarily used to allow mocking the player collection for testing, so we don't
            need to create an entire run instance to test parts of the code.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IPlayerCollection.Players">
            <summary>
            Players that are present.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.IPlayerCollection.GetPlayerSlotIndex(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <returns>The slot index of the player, or -1 if the player is not in Players.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.IPlayerCollection.GetPlayer(System.UInt64)">
            <returns>The player who has player ID playerId, or null if there is no player in Players.</returns>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.Acts">
            <summary>
            The Acts in this run.
            Acts[0] is Act 1, Acts[1] is Act 2, etc.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.CurrentActIndex">
            <summary>
            The index of the current Act we're on.
            Act 1 has index 0, Act 2 has index 1, etc.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.Act">
            <summary>
            The current Act we're on.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.Map">
            <summary>
            The map for this run's current act.
            Starts out with an empty map, but should be updated during the start of the run by <see cref="T:MegaCrit.Sts2.Core.Runs.RunManager"/>.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.CurrentMapCoord">
            <summary>
            The MapCoord that we're currently at in this run.
            Will be null before we've entered our first map point.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.GameMode">
            <summary>
            The game mode that we are playing.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.CurrentMapPoint">
            <summary>
            The MapPoint that we're currently at in this run.
            Will be null before we've entered our first map point.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.RunLocation">
            <summary>
            The <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.RunLocation"/> that we're currently at in this run.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.MapLocation">
            <summary>
            The <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.MapLocation"/> that we're currently at in this run.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.ActFloor">
            <summary>
            The floor we are on in the current act.
            For example, on floor 1 in act 3, this will be 1.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.TotalFloor">
            <summary>
            The floor we are on with respect to the entire run.
            For example, on floor 1 in act 3, this will be around 34 (17 from act 1, 16 from act 2, 1 from act 3).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.CurrentRoomCount">
             <summary>
             The number of rooms the player is currently in.
            
             This will usually be exactly 1, but here are the reasons it may be a different number:
             * There may be 2+ rooms when a player makes a choice that spawns a new room without traveling to a new map
               point. For example, in the Dense Vegetation event, when the player chooses the Rest option, a new
               <see cref="T:MegaCrit.Sts2.Core.Rooms.CombatRoom"/> is pushed to this stack. Then, when that combat is over, we pop that room off the
               stack, allowing us to return to the event.
             * There may be 0 rooms during brief windows, like in the middle of traveling to a new map point.
            
             Whenever we travel to a new map point, the stack of rooms is cleared and the first room for that map point is
             pushed onto it, so this becomes 1.
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.CurrentRoom">
            <summary>
            The room that we're currently in in this run.
            Usually the same as BaseRoom because there's usually only one room in the rooms stack. However, when there
            are multiple rooms in the stack (like at an event where one of the options starts a combat), this will be the
            last room that was entered in the current map point.
            Usually safe to treat as non-null, but may be null during brief windows, like while we're in the middle of
            traveling to a new map point.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.BaseRoom">
            <summary>
            The room at the base of the rooms stack.
            Usually the same as CurrentRoom because there's usually only one room in the rooms stack. However, when there
            are multiple rooms in the stack (like at an event where one of the options starts a combat), this will be the
            first room that was entered in the current map point.
            Usually safe to treat as non-null, but may be null during brief windows, like while we're in the middle of
            traveling to a new map point.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.IsGameOver">
            <summary>
            Is the run in the "game over" state? i.e. are all players dead?
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.AscensionLevel">
            <summary>
            The Ascension difficulty of this run.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.Rng">
            <summary>
            This run's set of run-level RNGs.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.Odds">
            <summary>
            This run's set of run-level odds.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.SharedRelicGrabBag">
            <summary>
            The grab bag used in multiplayer for shared relic picking.
            When pulling relics for the shared screen where everyone chooses one relic of many, we want to attempt to pick
            relics that no one has. When a player pulls a relic from their individual grab bag, they also remove the relic
            from this grab bag. Refresh is allowed on this grab bag so that if we run out of relics of a certain rarity,
            duplicates are allowed to show up.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.UnlockState">
            <summary>
            The unlock state for the run.
            In multiplayer, this encompasses the unlocks for _all_ players in the run. Only use this for things that are
            shared among players, like the shared treasure relics, or ancients. For checking player-specific unlocks, e.g.
            for player-specific rewards, use the unlock state on the individual players.
            In singleplayer, this is equivalent to the player's unlock state.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.Modifiers">
            <summary>
            List of custom modifiers applied to this run, for daily or custom runs.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.BadgeModels">
            <summary>
            Models which unlock badges for the run.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.MultiplayerScalingModel">
            <summary>
            The model used to scale various things (block, power application) in multiplayer.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.MapPointHistory">
            <summary>
            The map point history for the current run.
            MapPointHistory[0] contains all the MapPointHistoryEntries for act 1, MapPointHistory[1] for act 2, etc.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.CurrentMapPointHistoryEntry">
            <summary>
            The history entry for the current map point.
            Can be null for a brief period at the very start of an act, before the Ancient room has been entered.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.ExtraFields">
            <summary>
            Extra fields that are used for specific pieces of content within the run.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.IRunState.CardMultiplayerConstraint">
            <summary>
            Convenience property so that we can easily check if we should filter out cards for singleplayer or multiplayer.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.IRunState.ContainsCard(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Does this state contain the specified card?
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.IRunState.LoadCard(MegaCrit.Sts2.Core.Saves.Runs.SerializableCard,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Deserialize the specified card and add it to this state.
            </summary>
            <param name="serializableCard">Serialized card to deserialize.</param>
            <param name="owner">The player who should own this card.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.IRunState.AppendToMapPointHistory(MegaCrit.Sts2.Core.Map.MapPointType,MegaCrit.Sts2.Core.Rooms.RoomType,MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Add the specified map point type and room type to the map point history.
            </summary>
            <param name="mapPointType">The type of map point that the player selected.</param>
            <param name="initialRoomType">
            The type of room that the player first entered in this map point.
            This is usually the _only_ room that they entered in this map point (for example, if MapPointType = Monster,
            RoomType will always be Monster).
            The most common exception is for events that contain encounters.
            In these cases, the player will select a MapPointType = Unknown, the initial room type will be Event, but the
            player will later enter another RoomType (Monster) in the same map point.
            This isn't tracked by the map point history though, so don't worry about it here.
            </param>
            <param name="modelId">The model ID of the encounter or event associated with the room, if any.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.IRunState.GetHistoryEntryFor(MegaCrit.Sts2.Core.Runs.MapLocation)">
            <summary>
            Get the MapPointHistoryEntry for the specified location.
            Can be null if the player debug-travelled to a location.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.IRunState.IterateHookListeners(MegaCrit.Sts2.Core.Combat.ICombatState)">
            <summary>
            Get all the models that should have run hooks called on them.
            </summary>
            <param name="childCombatState">
            The combat state that the players are currently in.
            If this is null, the players are not in combat, and we should manually return all models.
            If this is not null, the players are in combat, and we should manually return only non-combat models (like deck
            cards) while delegating the rest to the combat state.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.IRunState.GetAndIncrementNextRoomId">
            <summary>
            The next room index.
            This is an incrementing integer that IDs the next room that the player will enter.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.IRunState.GetFrom(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Entities.Creatures.Creature})">
            <summary>
            Find an IRunState from a list of creatures.
            Tries to return a concrete <see cref="T:MegaCrit.Sts2.Core.Runs.RunState"/>, but falls back to <see cref="T:MegaCrit.Sts2.Core.Runs.NullRunState"/> if none is found.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Runs.MapLocation">
            <summary>
            Identifies a coordinate on the map that the player is at.
            Contains an act index + map coordinate.
            Make sure you look at <see cref="T:MegaCrit.Sts2.Core.Runs.RunLocation"/> as well, which also includes a room identifier. This class is more
            suitable for situations where the room doesn't matter, e.g. map voting.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.MapLocation.actIndex">
            <summary>
            The act that this location is in.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.MapLocation.coord">
            <summary>
            The coordinate that this location is at.
            Will be null when we're in the map room (at the start of an act, before picking the ancient map point).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.Metrics.AncientMetric.#ctor(MegaCrit.Sts2.Core.Runs.History.MapPointHistoryEntry,MegaCrit.Sts2.Core.Runs.PlayerMapPointHistoryEntry)">
            <param name="entry">The map point history entry.</param>
            <param name="playerEntry">The record of the player actions taken by the local player in the map point.</param>
            <exception cref="T:System.InvalidOperationException"></exception>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.Boolean">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.Single">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.Vector2I">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.AchievementMetric">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.ModelId">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.ActWinMetric">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.AncientMetric">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.CardChoiceMetric">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.EncounterMetric">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.EventChoiceMetric">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.RunMetrics">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.SettingsDataMetric">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.AspectRatioSetting">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.FastModeType">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.VSyncType">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.EpochMetric">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.IEnumerableModelId">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.ListModelId">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.ListActWinMetric">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.ListAncientMetric">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.ListCardChoiceMetric">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.ListEncounterMetric">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.ListEventChoiceMetric">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.ListString">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.Int32">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.Int64">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.String">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.Default">
            <summary>
            The default <see cref="T:System.Text.Json.Serialization.JsonSerializerContext"/> associated with a default <see cref="T:System.Text.Json.JsonSerializerOptions"/> instance.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.GeneratedSerializerOptions">
            <summary>
            The source-generated options associated with this context.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.#ctor">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.#ctor(System.Text.Json.JsonSerializerOptions)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.Metrics.MetricsSerializerContext.GetTypeInfo(System.Type)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.Metrics.MetricUtilities.UploadRunMetrics(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean,System.UInt64)">
            <summary>
            Uploads run history to the metrics server.
            DO NOT UPLOAD WHEN:
            - Abandon
            - Not a release build
            - The run ended before floor 5 (these are invalid runs)
            For multiplayer runs, each individual player uploads their individual metrics.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.Metrics.MetricUtilities.UploadSettingsMetric">
            <summary>
            Uploads a player's Settings preferences and Graphics info.
            This is only uploaded a single time, at the end of their 5th run. This allows
            players to have a chance to play and figure out which settings they want to use.
            This info is used to figure out which options and display settings are frequently used.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Runs.PlayerMapPointHistoryEntry">
            <summary>
            Tracks the current stats and changes experienced for a specific player at a single room.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.PlayerMapPointHistoryEntry.WasMugged">
            <summary>
            True if a thief took gold or cards from this player this combat and did not give them back.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.PlayerMapPointHistoryEntry.MarkLootStolen(System.Int32)">
            <summary>Records that loot was stolen from this player (gold by amount, or 1 per card).</summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.PlayerMapPointHistoryEntry.MarkLootReturned(System.Int32)">
            <summary>Records that previously stolen loot was returned to this player.</summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.RelicGrabBag._deques">
            <summary>
            "Deque" is short for Double-Ended Queue.
            https://en.wikipedia.org/wiki/Double-ended_queue
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.RelicGrabBag._mpFallbackDequeue">
            <summary>
            This is used in multiplayer for relics that are seen at a shared relic picking treasure chest.
            Relics that are chosen by a player are removed from their player's grab bag, and the other relics seen at the
            chest are moved to this dequeue.
            It is not used at all for the shared relic grab bag.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RelicGrabBag.HasAvailableRelics(MegaCrit.Sts2.Core.Runs.IRunState)">
            <summary>
            Check if any relics are available to pull. Used by events to determine if they should appear.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RelicGrabBag.PullFromFront(MegaCrit.Sts2.Core.Entities.Relics.RelicRarity,System.Func{MegaCrit.Sts2.Core.Models.RelicModel,System.Boolean},MegaCrit.Sts2.Core.Runs.IRunState)">
            <summary>
            Get the front relic from the bucket of the specified rarity and remove it from the bucket.
            Used by most relic reward sources (elite combat rewards etc).
            </summary>
            <param name="rarity">Rarity of the relic we want.</param>
            <param name="runState">The current run state, used to check if relics are allowed.</param>
            <param name="filter">Filter for what type of relics we are allowed to return.</param>
            <returns>RelicModel</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RelicGrabBag.PullFromBack(MegaCrit.Sts2.Core.Entities.Relics.RelicRarity,System.Func{MegaCrit.Sts2.Core.Models.RelicModel,System.Boolean},MegaCrit.Sts2.Core.Runs.IRunState)">
            <summary>
            Get the back relic from the bucket of the specified rarity and remove it from the bucket.
            Used in shops.
            </summary>
            <param name="rarity">Rarity of the relic we want.</param>
            <param name="filter">Filter for what type of relics we are allowed to return.</param>
            <param name="runState">The current run state, used to check if relics are allowed.</param>
            <returns>RelicModel</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RelicGrabBag.Remove``1">
            <summary>
            Removes the specified relic from the bucket of the appropriate rarity so that it is never rolled.
            If it's already not there, then nothing happens.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Runs.RunLocation">
            <summary>
            Uniquely identifies a location within a run for RunLocationTargetedMessageBuffer.
            This location takes into account which room the player is in, which is important for multi-room locations, like
            those that happen in combat events.
            Make sure you look at <see cref="T:MegaCrit.Sts2.Core.Runs.MapLocation"/> as well, which identifies locations on the map without considering
            the room.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.RunLocation.mapLocation">
            <summary>
            The act and map coordinate that the location is at.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.RunLocation.roomId">
            <summary>
            The room index that this location is in.
            Zero is the root room. Any room other than zero is a sub-room, entered using RunManager.EnterRoomWithoutExitingCurrentRoom.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunManager.AscensionManager">
            <summary>
            The ascension manager for this run.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunManager.ShouldSave">
            <summary>
            Whether or not this run should be saved.
            This will always be true for normal players.
            For developers, it will be true when starting/continuing a run from the main menu, but false when starting
            from SceneBootstrapper or from tests.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunManager.DailyTime">
            <summary>
            If set to true, the final run score will be uploaded to the daily run leaderboard for today.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunManager.IsInProgress">
            <summary>
            Is there currently a run in progress?
            True when in a run, false when on the main menu or submenus.
            You shouldn't usually have to check this, because most run-dependent things are only executed within the
            context of a run, but this is a good escape valve if you need it.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunManager.IsCleaningUp">
            <summary>
            Is the run currently being cleaned up? Only true in the brief period of time after the player hits Save and Quit
            or abandon and IsInProgress is still true.
            IsInProgress maybe should also check this, but I'm scared because we're about to launch.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunManager.ForceDiscoveryOrderModifications">
            <summary>
            Discovery order modifications (e.g. boss order or enemy order) is usually disabled in multiplayer and tests.
            Set this to true to force them to be applied.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunManager.WinTime">
            <summary>
            The run time when you beat the Act 3 boss.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunManager.RunTime">
            <summary>
            The total play time of the current run. If the run has been won, will use the WinTime instead.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunManager.IsSingleplayerOrFakeMultiplayer">
            <summary>
            This flag returns true if we are in a singleplayer session or we are faking a multiplayer session.
            Sometimes, for testing, we add dummy players through the bootstrapper. In those cases, we still want end turn
            and other functions not to wait for multiple players, because there's only one acting player.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunManager.SavedMapsToLoad">
            <summary>
            Saved maps from a loaded run, indexed by act index.
            Used to restore exact map topology instead of regenerating from RNG.
            Cleared after use to allow relics to regenerate maps normally.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.SetUpNewSingleplayer(MegaCrit.Sts2.Core.Runs.RunState,System.Boolean,System.Nullable{System.DateTimeOffset})">
            <summary>
            Set up a brand-new singleplayer run.
            This includes running initialization code for things that should happen at the start of a run (obtaining the
            characters' starting deck and relic, setting an empty potion belt, etc.).
            </summary>
            <param name="state">RunState that should be used for the run.</param>
            <param name="shouldSave">
            Whether or not the run should be saved to disk.
            True during normal gameplay, false during tests and bootstrap.
            </param>
            <param name="dailyTime">
            If non-null, then the final run score will be uploaded to the daily run leaderboard for the passed time.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.SetUpNewMultiplayer(MegaCrit.Sts2.Core.Runs.RunState,MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.StartRunLobby,System.Boolean,System.Nullable{System.DateTimeOffset})">
            <summary>
            Set up a brand-new multiplayer run.
            This includes running initialization code for things that should happen at the start of a run (obtaining the
            characters' starting deck and relic, setting an empty potion belt, etc.).
            </summary>
            <param name="state">RunState that should be used for the run.</param>
            <param name="lobby">The multiplayer lobby containing the players that will go on the run together.</param>
            <param name="shouldSave">
            Whether or not the run should be saved to disk.
            True during normal gameplay, false during tests and bootstrap.
            </param>
            <param name="dailyTime">
            If non-null, then the final run score will be uploaded to the daily run leaderboard for the passed time.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.SetUpSavedSingleplayer(MegaCrit.Sts2.Core.Runs.RunState,MegaCrit.Sts2.Core.Saves.SerializableRun)">
            <summary>
            Set up a singleplayer run that's been loaded from a save file.
            No start-of-run initialization code will be run here, since we're loading an existing state.
            </summary>
            <param name="state">RunState that should be used for the run.</param>
            <param name="save">
            The serialized version of the run. This may contain extra data that's not part of the deserialized RunState.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.SetUpSavedMultiplayer(MegaCrit.Sts2.Core.Runs.RunState,MegaCrit.Sts2.Core.Multiplayer.Game.Lobby.LoadRunLobby)">
            <summary>
            Set up a multiplayer run that's been loaded from a save file.
            No start-of-run initialization code will be run here, since we're loading an existing state.
            </summary>
            <param name="state">RunState that should be used for the run.</param>
            <param name="lobby">
            The multiplayer lobby containing the players that will go on the run together.
            The lobby also contains the serialized version of the run. This may contain extra data that's not part of the
            deserialized RunState.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.SetUpReplay(MegaCrit.Sts2.Core.Runs.RunState,MegaCrit.Sts2.Core.Multiplayer.Replay.CombatReplay)">
            <summary>
            Set up a run that's been loaded from a CombatReplay file.
            No start-of-run initialization code will be run here, since we're loading an existing state.
            </summary>
            <param name="state">RunState that should be used for the run.</param>
            <param name="replay">
            CombatReplay that is being replayed in this run.
            The replay also contains the serialized version of the run. This may contain extra data that's not part of the
            deserialized RunState.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.SetUpTest(MegaCrit.Sts2.Core.Runs.RunState,MegaCrit.Sts2.Core.Multiplayer.Game.INetGameService,System.Boolean,System.Boolean)">
            <summary>
            Set up a brand-new run to be used in an automated test. Should only be used in the test project.
            This includes running initialization code for things that should happen at the start of a run (obtaining the
            characters' starting deck and relic, setting an empty potion belt, etc.).
            </summary>
            <param name="state">RunState that should be used for the run.</param>
            <param name="gameService">The mock INetGameService to use.</param>
            <param name="disableCombatStateSync">
            Whether or not combat state synchronization should be disabled. This is only relevant if you are testing
            multiplayer scenarios.
            </param>
            <param name="shouldSave">
            If true, saving will be performed. Remember to call <see cref="M:MegaCrit.Sts2.Core.Saves.SaveManager.MockInstanceForTesting(MegaCrit.Sts2.Core.Saves.SaveManager)"/>.
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.InitializeNewRun">
            <summary>
            Call this when starting a brand new run, not when loading a saved run.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.InitializeSavedRun(MegaCrit.Sts2.Core.Saves.SerializableRun)">
            <summary>
            Call this when loading a saved run, not when starting a brand new run.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.SetStartedWithNeowFlag">
            <summary>
            Call this when we start a new run to set the StartedWithNeow extra field.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.CanonicalizeSave(MegaCrit.Sts2.Core.Saves.SerializableRun,System.UInt64)">
             <summary>
             Call this to validate a save can be loaded without actually creating a run.
             This performs deep validation by instantiating save components to ensure all data is valid.
            
             This validation occurs AFTER JSON parsing and migration, so the save file has already been
             successfully deserialized. However, the content may still be invalid due to:
             - Removed modifiers that exist in the save
             - Invalid card/relic/potion IDs
             - Corrupted game state data
            
             If the save has any deprecated content in it, the save will be mutated so that the content is replaced with its
             deprecated version. This is done so that it can be sent over the network correctly in multiplayer scenarios.
            
             Unlike MigrationManager.LoadSave(), this method does not automatically handle corruption.
             Callers must handle exceptions and rename corrupt files as needed.
             </summary>
             <param name="save">The save to attempt to load.</param>
             <param name="localPlayerId">The player ID of the local (hosting) player. If it is not in the save file, an
             exception is thrown.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.BuildRoomTypeBlacklist(MegaCrit.Sts2.Core.Runs.History.MapPointHistoryEntry,System.Collections.Generic.IReadOnlyCollection{MegaCrit.Sts2.Core.Map.MapPoint})">
            <summary>
            Builds a blacklist of room types that should not be rolled for an Unknown map point, based on the connected map
            points.
            </summary>
            <param name="previousMapPointEntry">
            The history entry for the previous map point.
            Null before we've visited the second map point.
            </param>
            <param name="nextMapPoints">
            The next map points from the current one.
            Empty before we've visited the first map point, and after visiting the boss map point.
            </param>
            <returns>A set of room types that should be excluded when rolling.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.FinalizeStartingRelics">
            <summary>
            Finalize the relics at the start of a run.
            This is called when creating a new run, but not before loading a saved run, since
            <see cref="M:MegaCrit.Sts2.Core.Models.RelicModel.AfterObtained"/> is not idempotent.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.GenerateRooms">
            <summary>
            Initialize the rooms for the run. Don't call this in Start so we can skip it in tests.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.ShouldApplyTutorialModifications">
            <summary>
            Returns true if tutorial modifications should be applied to the current run. False otherwise.
            Takes into account things like game mode, test mode, and singleplayer/multiplayer.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.GenerateMap">
            <summary>
            Generate a new map.
            This is called at the start of the run, between each act, and when relics create an entirely new map.
            Don't call this in Start so we can skip it in tests.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.EnterMapPointInternal(System.Int32,MegaCrit.Sts2.Core.Map.MapPointType,MegaCrit.Sts2.Core.Rooms.AbstractRoom,System.Boolean)">
            <summary>
            WARNING: This should only be called by <see cref="T:MegaCrit.Sts2.Core.Runs.RunManager"/> and in tests.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.RollRoomTypeFor(MegaCrit.Sts2.Core.Map.MapPointType,System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Rooms.RoomType})">
            <summary>
            Roll for a room type based on the specified map point type.
            Most map point type have an idempotent room type mapping, but unknown points need to do an RNG roll to determine
            room type, which is why we call this a "roll".
            </summary>
            <param name="pointType">MapPointType to roll a RoomType for.</param>
            <param name="blacklist">Room types that we shouldn't be able to roll for map point types with multiple options.</param>
            <returns>RoomType.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.TryGetRoomTypeForTutorial(MegaCrit.Sts2.Core.Map.MapPointType,MegaCrit.Sts2.Core.Rooms.RoomType@)">
            <summary>
            Overrides question mark rooms for the player's very first run.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.FadeIn(System.Boolean)">
            <summary>
            Helper to call the universal "enter the room" fade in vfx.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.ClearScreens">
            <summary>
            Resets various UI elements before transitioning to the next room.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.EnterMapCoordDebug(MegaCrit.Sts2.Core.Map.MapCoord,MegaCrit.Sts2.Core.Rooms.RoomType,MegaCrit.Sts2.Core.Map.MapPointType,MegaCrit.Sts2.Core.Models.AbstractModel,System.Boolean)">
            <summary>
            Should only be used in tests or dev commands, never in real flows.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.EnterRoomDebug(MegaCrit.Sts2.Core.Rooms.RoomType,MegaCrit.Sts2.Core.Map.MapPointType,MegaCrit.Sts2.Core.Models.AbstractModel,System.Boolean)">
            <summary>
            Should only be used in tests or dev commands, never in real flows.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.EnterRoomInternal(MegaCrit.Sts2.Core.Rooms.AbstractRoom,System.Boolean)">
            <param name="room">Room to enter.</param>
            <param name="isRestoringRoomStackBase">
            If true, skip hooks and room visit tracking. Used when reconstructing the base of the room stack on load
            (e.g., pushing a parent EventRoom underneath a pre-finished CombatRoom).
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.EnterRoom(MegaCrit.Sts2.Core.Rooms.AbstractRoom)">
            <summary>
            Exit all the rooms that the player is currently in and enter the specified room.
            NOTE: If you want to enter a room WITHOUT exiting the current rooms first, call
            <see cref="M:MegaCrit.Sts2.Core.Runs.RunManager.EnterRoomWithoutExitingCurrentRoom(MegaCrit.Sts2.Core.Rooms.AbstractRoom,System.Boolean)"/> instead.
            </summary>
            <param name="room">Room to enter</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.EnterRoomWithoutExitingCurrentRoom(MegaCrit.Sts2.Core.Rooms.AbstractRoom,System.Boolean)">
            <summary>
            Enter the specified room without exiting any current rooms you may be in.
            IMPORTANT NOTE: If you are already in a room and want to exit it first, you should call <see cref="M:MegaCrit.Sts2.Core.Runs.RunManager.EnterRoom(MegaCrit.Sts2.Core.Rooms.AbstractRoom)"/>
            instead.
            If you are already in a room, this will push the new room on top of the "room stack". This is to support effects
            where the player should enter a new sub-room, then return to the old one when they're done.
            For example, if the player enters an event and selects options that start a fight, they should enter a combat
            room. Then, when they're done with the combat, it should be "popped off" the room stack, and they should
            transition back to the event.
            </summary>
            <param name="room">Room that should be entered.</param>
            <param name="fadeToBlack">
            Whether we should fade to black before entering the room.
            Usually true, but false when the room-change is backend only (like when transitioning from a combat-style event
            to a real combat).
            </param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.SetActInternal(System.Int32)">
            <summary>
            Should only be used in <see cref="T:MegaCrit.Sts2.Core.Runs.RunManager"/> and tests/debugging.
            </summary>
            <param name="actIndex">The act to set.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.UpdateRichPresence">
            <summary>
            Update rich presence on platform for the current character/act/ascension.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.ProceedFromTerminalRewardsScreen">
             <summary>
             This is called from NRewardsScreen when the screen is terminal.
             Runs the correct logic for proceeding depending on the state of the run.
            
             A rewards screen is terminal for combat rewards and treasure rooms, where proceeding from it opens up the map so
             you can select the next room to travel to.
            
             A rewards screen is non-terminal for things like the Calling Bell relic, which shows a rewards screen wherever
             you pick it up from and then lets you continue with whatever was happening in that room.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.ResumePreviousRoom">
            <summary>
            Exits the current room and resumes the previous room in the stack.
            This is usually called if you're in an event combat and you're returning back to the event.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.Abandon">
            <summary>
            Abandons the run.
            If in multiplayer, you should only call this on the host, and the run abandonment will be synchronized across
            all peers. If called on a multiplayer client, an exception will be thrown.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.GuaranteeKillAllPlayers">
            <summary>
            When you Abandon a Run you are sentenced to death.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.CleanUp(System.Boolean)">
            <summary>
            Cleans up the run and disconnects us from any multiplayer peers.
            </summary>
            <param name="graceful">If true, messages are allowed to be sent before closing the multiplayer connection. Pass
            false if the game window is being closed.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.OnEnded(System.Boolean)">
            <summary>
            Called when the run ends.
            </summary>
            <param name="isVictory">Whether or not the run ended in a victory.</param>
            <returns>The serialized version of the run that just ended.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.CheckUpdateEnemyDiscoveryAfterLoss(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Updates the player's DiscoveredEnemies stat when the player loses to a monster.
            This does _not_ update the progress save in any way! It only checks if the player has newly discovered a monster
            and adds it to DiscoveredEnemies if so.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.GetLocalCharacterEnergyIconPrefix">
            <summary>
            Get the energy icon prefix for the local player's character. Null if there's no run in progress.
            An unfortunate necessity to make energy icons render properly.
            </summary>
            <returns></returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunManager.DebugOnlyGetState">
            <summary>
            THIS IS TEMPORARY AND SHOULD ONLY BE USED IN TESTS
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunRngSet.StringSeed">
            <summary>
            We generate a string for the seed that gets hashed to a uint for the actual thing passed to the RNGs.
            This is the original string that was input, for display purposes.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunRngSet.Seed">
            <summary>
            The seed that was hashed from the InputSeed.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunRngSet.UpFront">
            <summary>
            Determines everything that's generated upfront when a run first starts. This includes:
            * Which monsters you'll fight.
            * Which events you'll run into.
            * Which relics you'll be offered.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunRngSet.Shuffle">
            <summary>
            Determines how your draw pile gets shuffled, both at the start of combat and when you
            run out of cards in it.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunRngSet.UnknownMapPoint">
            <summary>
            Determines what types of room is rolled when visiting an unknown map point.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunRngSet.CombatCardGeneration">
            <summary>
            Determines what cards are generated during combat by things like Attack Potion.
            Distinct from CardRewards because we don't want Attack Potion usage to impact card rewards.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunRngSet.CombatPotionGeneration">
            <summary>
            Determines what potions are generated during combat by things like Alchemize.
            Distinct from PotionRewards because these can't generate healing potions.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunRngSet.CombatCardSelection">
            <summary>
            Determines what cards are randomly chosen during combat by things like True Grit.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunRngSet.CombatEnergyCosts">
            <summary>
            Determines random in-combat energy costs for things like Confusion and Snecko Eye.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunRngSet.CombatTargets">
            <summary>
            Determines the results of random targeting during combat (Bouncing Flask, Sword Boomerang, etc.).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunRngSet.MonsterAi">
            <summary>
            Determines what moves each monster makes whenever there's randomness involved.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunRngSet.Niche">
            <summary>
            Determines some niche one-off RNG stuff that we don't care about interacting, like the <see cref="T:MegaCrit.Sts2.Core.Models.Modifiers.CursedRun"/>
            modifier.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunRngSet.CombatOrbGeneration">
            <summary>
            Determines what orbs are randomly chosen during combat by things like Chaos.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunRngSet.TreasureRoomRelics">
            <summary>
            Determines who gets treasure when multiple players pick the same relic at the treasure room.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunRngSet.MockRng(MegaCrit.Sts2.Core.Entities.Rngs.RunRngType,System.UInt32)">
            <summary>
            ONLY USE THIS FOR TESTING!
            Mock out the specified RNG type to use the specified seed.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.Players">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IPlayerCollection.Players"/>
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.Acts">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.Acts"/>
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.CurrentActIndex">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.CurrentActIndex"/>
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.NextRoomId">
            <summary>
            The index of the next ID which would be returned from <see cref="M:MegaCrit.Sts2.Core.Runs.RunState.GetAndIncrementNextRoomId"/>.
            Reset when we enter a new map location.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.Act">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.Act"/>
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.Map">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.Map"/>
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.VisitedMapCoords">
            <summary>
            The MapCoords that have been visited within the current act.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.CurrentMapCoord">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.CurrentMapCoord"/>
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.CurrentMapPoint">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.CurrentMapPoint"/>
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.RunLocation">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.RunLocation"/>
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.MapLocation">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.MapLocation"/>
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.ActFloor">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.ActFloor"/>
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.TotalFloor">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.TotalFloor"/>
            </summary>
             NOTE: If in game we end up with an ability to skip rows (ie sts1 winged boots) we will have to rethink this approach.
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.MapPointHistory">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.MapPointHistory"/>
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.CurrentMapPointHistoryEntry">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.CurrentMapPointHistoryEntry"/>
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.RunState._currentRooms">
             <summary>
             A stack of all the rooms the player is currently in.
            
             There will usually be exactly one room in here, but here are the reasons it may be a different number:
             * There may be 2+ rooms in here when a player makes a choice that spawns a new room without traveling to a new
               map point. For example, in the Dense Vegetation event, when the player chooses the Rest option, a new
               <see cref="T:MegaCrit.Sts2.Core.Rooms.CombatRoom"/> is pushed to this stack. Then, when that combat is over, we pop that room off the
               stack, allowing us to return to the event.
             * There may be 0 rooms in here during brief windows, like in the middle of traveling to a new map point.
            
             Whenever we travel to a new map point, this stack is cleared and the first room for that map point is pushed
             onto it.
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.CurrentRoomCount">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.CurrentRoomCount"/>
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.BaseRoom">
            <summary>
            The room at the base of the rooms stack.
            Usually the same as CurrentRoom because there's usually only one room in the rooms stack. However, when there
            are multiple rooms in the stack (like at an event where one of the options starts a combat), this will be the
            first room that was entered in the current map point.
            Usually safe to treat as non-null, but may be null during brief windows, like while we're in the middle of
            traveling to a new map point.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.IsGameOver">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.IsGameOver"/>
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.GameMode">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.GameMode"/>
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.AscensionLevel">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.AscensionLevel"/>
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.Rng">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.Rng"/>
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.Odds">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.Odds"/>
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.SharedRelicGrabBag">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.SharedRelicGrabBag"/>
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.UnlockState">
            <summary>
            The unlock state for the run.
            In multiplayer, this encompasses the unlocks for _all_ players in the run. Only use this for things that are
            shared among players, like the shared treasure relics, or ancients. For checking player-specific unlocks, e.g.
            for player-specific rewards, use the unlock state on the individual players.
            In singleplayer, this is equivalent to the player's unlock state.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.VisitedEventIds">
            <summary>
            The IDs of all the events that have been visited during this run.
            This allows us to avoid visiting the same shared event twice across multiple acts.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.Modifiers">
            <summary>
            List of custom modifiers applied to this combat, for daily or custom runs.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.BadgeModels">
            <summary>
            List of badge models.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.ExtraFields">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Runs.IRunState.ExtraFields"/>.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.RunState._allCards">
            <summary>
            All cards that have been created within this state.
            This allows us to keep track of "floating" cards that have not been added to a deck (like card rewards or fake
            cards in upgrade previews).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Runs.RunState.MultiplayerScalingModel">
            <summary>
            The model used to scale various things (block, power application) in multiplayer.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.CreateForNewRun(System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Players.Player},System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Models.ActModel},System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Models.ModifierModel},MegaCrit.Sts2.Core.Runs.GameMode,System.Int32,System.String)">
            <summary>
            Create a RunState for a brand new run.
            This will connect each player up with the RunState so their starting inventory works properly.
            </summary>
            <param name="players">The players that should be in the run.</param>
            <param name="acts">The mutable acts that should be in the run.</param>
            <param name="modifiers">The modifiers that are applied to the run.</param>
            <param name="gameMode">The game mode that we're playing in.</param>
            <param name="ascensionLevel">The ascension level that the run should be played at.</param>
            <param name="seed">The seed that the run's RNG should use.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.FromSerializable(MegaCrit.Sts2.Core.Saves.SerializableRun)">
            <summary>
            Load a serialized RunState.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.GetPlayer(System.UInt64)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Runs.IPlayerCollection.GetPlayer(System.UInt64)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.CreateCard``1(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Runs.ICardScope.CreateCard``1(MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.CreateCard(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Runs.ICardScope.CreateCard(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.CloneCard(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Runs.ICardScope.CloneCard(MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.AddCard(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Runs.ICardScope.AddCard(MegaCrit.Sts2.Core.Models.CardModel,MegaCrit.Sts2.Core.Entities.Players.Player)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.RemoveCard(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Runs.ICardScope.RemoveCard(MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.ContainsCard(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Runs.IRunState.ContainsCard(MegaCrit.Sts2.Core.Models.CardModel)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.LoadCard(MegaCrit.Sts2.Core.Saves.Runs.SerializableCard,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Runs.IRunState.LoadCard(MegaCrit.Sts2.Core.Saves.Runs.SerializableCard,MegaCrit.Sts2.Core.Entities.Players.Player)"/>
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.AddVisitedMapCoord(MegaCrit.Sts2.Core.Map.MapCoord)">
            <summary>
            Add the specified coord to the list of visited map coords.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.PopCurrentRoom">
            <summary>
            Pop the current room off the stack of rooms that we're in.
            </summary>
            <returns>The removed room.</returns>
            <exception cref="T:System.InvalidOperationException">If we aren't in any rooms.</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.PushRoom(MegaCrit.Sts2.Core.Rooms.AbstractRoom)">
            <summary>
            Push the specified room onto the stack of rooms that we're in.
            </summary>
            <exception cref="T:System.InvalidOperationException">If we're already in the specified room.</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.AddVisitedEvent(MegaCrit.Sts2.Core.Models.EventModel)">
            <summary>
            Add the specified event to the list of visited events.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.AppendToMapPointHistory(MegaCrit.Sts2.Core.Map.MapPointType,MegaCrit.Sts2.Core.Rooms.RoomType,MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Runs.IRunState.AppendToMapPointHistory(MegaCrit.Sts2.Core.Map.MapPointType,MegaCrit.Sts2.Core.Rooms.RoomType,MegaCrit.Sts2.Core.Models.ModelId)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.GetHistoryEntryFor(MegaCrit.Sts2.Core.Runs.MapLocation)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Runs.IRunState.GetHistoryEntryFor(MegaCrit.Sts2.Core.Runs.MapLocation)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.IterateHookListeners(MegaCrit.Sts2.Core.Combat.ICombatState)">
            <summary>
            See <see cref="M:MegaCrit.Sts2.Core.Runs.IRunState.IterateHookListeners(MegaCrit.Sts2.Core.Combat.ICombatState)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.AddPlayerDebug(MegaCrit.Sts2.Core.Entities.Players.Player,System.Int32)">
            <summary>
            Adds a player to the players in the run.
            This should only ever be used in debug scenarios - typically players are passed to the run in the constructor.
            </summary>
            <param name="player">The player to add to the run.</param>
            <param name="index">The index at which to add them to the list. -1 to append.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.RemoveStaleVisitedMapCoords(MegaCrit.Sts2.Core.Map.ActMap)">
            <summary>
            Removes any visited map coords that don't exist in the given map.
            Defends against old multiplayer saves (pre-v0.99.1) that had their SavedMap stripped by a
            canonicalization bug, causing map regeneration with different topology.
            The root cause is fixed but damaged saves persist.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.ClearVisitedMapCoordsDebug">
            <summary>
            Clears the list of visited map coords for the current act.
            This should only be used in debug scenarios, like when using the dev console to re-enter an act.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.AddModifierDebug(MegaCrit.Sts2.Core.Models.ModifierModel)">
            <summary>
            Adds a modifier to the list of modifiers applied to this run.
            This should never be used in a real game run.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.RunState.Contains(MegaCrit.Sts2.Core.Models.AbstractModel)">
            <summary>
            Returns true if the RunState still contains a given model.
            Used in hook iteration to determine whether a model was removed by a different model's hook execution.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Runs.ScoreUtility">
            <summary>
            Helper functions for calculating score, badges, and the score for daily leaderboards (Also called score, very confusing!)
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Runs.ScoreUtility.clientScore">
            <summary>
            A sentinel value for clients in a multiplayer run to submit when uploading a daily run score.
            For more information on why this is needed, see <see cref="M:MegaCrit.Sts2.Core.Daily.DailyRunUtility.ShouldUploadScore(MegaCrit.Sts2.Core.Leaderboard.ILeaderboardHandle,System.Collections.Generic.IReadOnlyList{System.UInt64},System.Threading.CancellationToken)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.ScoreUtility.CalculateScore(MegaCrit.Sts2.Core.Runs.IRunState,System.Boolean)">
            <summary>
            Calculates the score for a given <see cref="T:MegaCrit.Sts2.Core.Runs.IRunState"/>. Only called in the Architect room.
            </summary>
            <param name="runState">The run that was just completed.</param>
            <param name="won">True if the run ended in a victory.</param>
            <returns>The final score for the run.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.ScoreUtility.CalculateScore(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean)">
            <summary>
            Calculates the score for a given <see cref="T:MegaCrit.Sts2.Core.Saves.SerializableRun"/>.
            </summary>
            <param name="run">A serializable version of the run that was just completed.</param>
            <param name="won">True if the run ended in a victory.</param>
            <returns>The final score for the run.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.ScoreUtility.GetScoreForFloor(System.Collections.Generic.IReadOnlyList{System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Runs.History.MapPointHistoryEntry}})">
            <summary>
            Helper function to calculate score based on total floors climbed.
            Useful as we display the score on the score line as well.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.ScoreUtility.GetElitesKilledCount(System.Collections.Generic.IReadOnlyList{System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Runs.History.MapPointHistoryEntry}})">
            <summary>
            Counts the total number of elites the player killed during a run.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.ScoreUtility.GetScoreForElitesKilled(System.Int32)">
            <summary>
            Helper function to calculate score based on Elites killed.
            Useful as we display the score on the score line as well.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.ScoreUtility.GetBossesSlainCount(System.Collections.Generic.IReadOnlyList{System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Runs.History.MapPointHistoryEntry}},System.Boolean)">
            <summary>
            Counts the total number of bosses the player killed during a run.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.ScoreUtility.GetScoreForBossesSlain(System.Int32)">
            <summary>
            Helper function to calculate score based on total bosses slain.
            Useful as we display the score on the score line as well.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.ScoreUtility.GetBadges(MegaCrit.Sts2.Core.Saves.SerializableRun,System.UInt64,System.Boolean)">
            <summary>
            Returns a list of badges that this run has obtained.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.ScoreUtility.CalculateDailyScore(MegaCrit.Sts2.Core.Saves.SerializableRun,System.UInt64,System.Boolean)">
            <summary>
            Encodes the current run into a "daily upload score".
            This is greatly differentiated from the score used to unlock epochs. Cursed naming.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Runs.ScoreUtility.DecodeDailyScore(System.Int32)">
            <summary>
            Decodes our fancy encoded int into a struct.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.AccountScopeUserDataMigrator">
             <summary>
             TEMPORARY: This class handles the one-time migration of user data from the legacy unscoped
             directory structure to the new user-scoped directory structure introduced for playtesters.
            
             This migrator is designed to help existing playtesters transition their save data, replays,
             and console history to the new platform-specific, user-scoped directory structure without
             losing their progress.
            
             This class should be removed a few months after the user-scoped directory feature has been
             released to playtesters, once we're confident that all active users have migrated their data.
            
             The migration moves data from:
               - user://saves/       -> user://{platform}/{userId}/profile1/saves/
               - user://replays/     -> user://{platform}/{userId}/profile1/replays/
               - user://console_history.log -> user://{platform}/{userId}/profile1/console_history.log
            
             Note: Logs are intentionally NOT migrated as they remain in the legacy location (user://logs/)
             since Godot controls the log file creation.
             </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.AncientCharacterStats">
            <summary>
            Holds progress data of a specific character's statistics with an ancient.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.AncientCharacterStats.Character">
            <summary>
            The character this stats entry is for.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.AncientCharacterStats.Wins">
            <summary>
            How many times this character has won a run after encountering this ancient.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.AncientCharacterStats.Losses">
            <summary>
            How many times this character has lost a run after encountering this ancient.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.AncientCharacterStats.Visits">
            <summary>
            How many times this character has visited this ancient.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.AncientStats">
            <summary>
            Holds progress data on a per ancient basis.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.AncientStats.Id">
            <summary>
            The Id of this ancient!
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.AncientStats.TotalVisits">
            <summary>
            Total number of visits to this ancient across all characters.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.AncientStats.TotalWins">
            <summary>
            How many times the player has won a run after encountering this ancient in it.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.AncientStats.TotalLosses">
            <summary>
            How many times the player has lost a run after encountering this ancient in it.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.AncientStats.IncrementWin(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Increments a run victory with this ancient.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.AncientStats.IncrementLoss(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Increments a run loss with this ancient.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.AncientStats.GetVisitsAs(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Get the number of times the player has visited this ancient as the specified character.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.AncientStats.GetStats(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Get the stats for this ancient and the specified character.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.BadgeStats">
            <summary>
            Holds progress data on a single Badge.
            Represents which badges a character has acquired.
            Used by CharacterStats
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.BadgeStats.Id">
            <summary>
            The badge this BadgeStat entry is for.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.BadgeStats.Count">
            <summary>
            How many times this character has acquired this badge.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.BadgeStats.Rarity">
            <summary>
            The rarity of this badge.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.CardStats">
            <summary>
            Holds progress data on a per card basis.
            Used by SerializableProgress
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.CharacterStats">
            <summary>
            Holds progress data on a per character basis.
            Used by SerializableProgress
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.CloudSaveStore">
             <summary>
             An implementation of ISaveStore which saves files to both local and cloud storage.
             This is the main entry point for cloud saves. You should not use any cloud-enabled save stores directly - instead,
             write and read through this abstraction layer.
             When files are read, they are always read from local storage. SyncCloudToLocal should be called once at the beginning
             of the game's lifecycle before any files are read so that you are reading the up-to-date data.
            
             CLOUD ERROR POLICY: All cloud operations are best-effort. A cloud failure must never prevent local saves from
             working or the game from starting. Exception handlers catch broadly (Exception, not specific types) because
             SteamRemoteSaveStore methods are P/Invoke calls into Valve's native steam_api DLL, which can throw SEHException
             at any time in addition to the managed exceptions (InvalidOperationException, SteamRemoteSaveStoreException)
             that our wrapper code throws.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.#ctor(MegaCrit.Sts2.Core.Saves.ISaveStore,MegaCrit.Sts2.Core.Saves.ICloudSaveStore)">
            <summary>
            Constructor.
            </summary>
            <param name="localStore">The class which will be used to save to local storage.</param>
            <param name="cloudStore">The class which will be used to save to cloud storage.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.ReadFile(System.String)">
            <summary>
            Reads a file from local storage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.ReadFileAsync(System.String)">
            <summary>
            Reads a file asynchronously from local storage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.FileExists(System.String)">
            <summary>
            Checks if a file exists in local storage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.DirectoryExists(System.String)">
            <summary>
            Checks if a directory exists in local storage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.WriteFile(System.String,System.String)">
            <summary>
            Writes a file synchronously to both local and remote storage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.WriteFile(System.String,System.Byte[])">
            <summary>
            Writes a file synchronously to both local and remote storage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.WriteFileAsync(System.String,System.String)">
            <summary>
            Writes a file asynchronously to both local and remote storage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.WriteFileAsync(System.String,System.Byte[])">
            <summary>
            Writes a file asynchronously to both local and remote storage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.DeleteFile(System.String)">
            <summary>
            Deletes a file from both local and remote storage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.RenameFile(System.String,System.String)">
            <summary>
            Renames a file in both local and remote storage.
            Try to avoid using this, Steam's remote storage doesn't allow atomic renaming.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.GetFilesInDirectory(System.String)">
            <summary>
            Returns the files in the directory from local storage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.GetDirectoriesInDirectory(System.String)">
            <summary>
            Returns the directories in the directory read from local storage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.CreateDirectory(System.String)">
            <summary>
            Creates a directory in both local and remote storage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.DeleteDirectory(System.String)">
            <summary>
            Deletes a directory and any remaining contents in both local and remote storage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.DeleteTemporaryFiles(System.String)">
            <summary>
            Deletes temporary files from both local and remote storage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.GetLastModifiedTime(System.String)">
            <summary>
            Gets the last modified time of a file in local storage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.GetFileSize(System.String)">
            <summary>
            Gets the size of a file without reading the entire file.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.SetLastModifiedTime(System.String,System.DateTimeOffset)">
            <summary>
            Sets the last modified time of a file in local storage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.GetFullPath(System.String)">
            <summary>
            Returns the full path of a file in local storage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.HasCloudFiles">
            <summary>
            Checks if the cloud storage has any files stored.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.ForgetFile(System.String)">
            <summary>
            Removes a file from remote storage, but keeps it in the local storage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.IsFilePersisted(System.String)">
            <summary>
            Returns true if the file at the path is in remote storage.
            The file can also be in local storage, but this is disregarded.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.BeginSaveBatch">
            <inheritdoc />
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.EndSaveBatch">
            <inheritdoc />
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.SyncCloudToLocal(System.String)">
            <summary>
            Synchronizes a file from the remote to local storage.
            If the file exists on remote storage and the last-modified timestamp differs at all from the local one, then the
            local file will be overwritten with the one from remote storage.
            If the file doesn't exist on remote storage but does locally, then the local file will be deleted.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.SyncCloudToLocalDirectory(System.String)">
            <summary>
            Synchronizes an entire directory from cloud to local storage.
            The rules for <see cref="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.SyncCloudToLocal(System.String)"/> are followed for every file found in the given directory, first for
            those found on the cloud, then for those found on the local side (if any files existed locally but not in the
            cloud).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.OverwriteCloudWithLocal(System.String,System.Boolean)">
            <summary>
            Overwrites the state of a file in the cloud with the state of a file on the local side.
            This is used when the player launches the game for the first time with cloud sync enabled.
            If the file exists locally, then the file on the cloud is replaced unconditionally. If the file doesn't exist
            locally but exists on the cloud, the file is deleted from the cloud.
            </summary>
            <param name="path">The relative path to the file.</param>
            <param name="forgetImmediately">If this is true, then after the file is written to the cloud, then it is forgotten
            immediately. See comments in <see cref="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.OverwriteCloudWithLocalDirectory(System.String,System.Nullable{System.Int32},System.Nullable{System.Int32})"/> for when you might use this.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.OverwriteCloudWithLocalDirectory(System.String,System.Nullable{System.Int32},System.Nullable{System.Int32})">
             <summary>
             Overwrites the state of a directory in the cloud with the state of a directory on the local side.
             This is used when the player launches the game for the first time with cloud sync enabled.
             The rules for <see cref="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.SyncCloudToLocal(System.String)"/> are followed for every file found in the given directory, first for
             those found on the cloud, then for those found on the local side (if any files existed locally but not in the
             cloud).
            
             Files are written in order of last-modified time. Once we exceed either byteLimit or fileLimit, then files are
             written to the cloud storage, but they are forgotten from the remote cloud storage (not deleted, just forgotten).
            
             So why write-and-forget? Why not just... not write? Later, when we go to sync cloud files to the local storage,
             we need the files to exist in the remote storage. Otherwise, we'll delete the files in the local storage.
             </summary>
             <param name="directoryPath">The directory to sync.</param>
             <param name="byteLimit">The maximum number of bytes that can be written to storage.</param>
             <param name="fileLimit">The maximum number of files that can be written to storage.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.ForgetFilesInDirectoryBeforeWritingIfNecessary(System.String,System.Int32,System.Int32,System.Int32)">
            <summary>
            Forgets the oldest files that would cause us to go over the byte/file limit quotas.
            This is used when the player is writing a new run history file, which might exceed a limit that we set on the
            count/size of run histories.
            </summary>
            <param name="directoryPath">The directory to sync.</param>
            <param name="bytesToBeWritten">The number bytes that will be written to the new run history file.</param>
            <param name="byteLimit">The maximum number of bytes that can be written to storage.</param>
            <param name="fileLimit">The maximum number of files that can be written to storage.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.ShouldSyncFileToCloud(System.String)">
            <summary>
            Returns true if the file should be included in cloud sync operations. Filters out .backup files,
            which are local crash-recovery artifacts created by CopyBackup. These should never be uploaded to
            or synced from cloud storage.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.DeleteStaleBackupFromCloud(System.String,System.String)">
            <summary>
            Removes a .backup file that should never have been uploaded to cloud storage. These are local-only
            artifacts that were uploaded before OverwriteCloudWithLocalDirectory filtered them. Cleaning them
            up frees cloud quota.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.CloudSaveStore.SyncLocalTimestamp(System.String)">
             <summary>
             Syncs the local file's last modified time to the cloud file's last modified time.
             This is best-effort: on Windows, the file can become temporarily unavailable (antivirus, cloud sync tools, file
             system contention) between the write and the timestamp update. A failed sync just means the next cloud sync might
             redundantly re-copy the file, which is harmless.
            
             Called in both the success path (to sync timestamps after a cloud write) and the failure path (to prevent
             SyncCloudToLocal from overwriting local with stale cloud data on next startup).
            
             Catches Exception broadly (not just IOException) because CloudStore.GetLastModifiedTime is a P/Invoke call
             that can throw several exception types (SEHException, InvalidOperationException, etc.). The consequence of
             not catching broadly here is a game crash, which is not acceptable for a timestamp sync failure.
             </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.EncounterStats">
            <summary>
            Holds progress data on a per encounter basis.
            Used by SerializableProgress. Useful for the Bestiary, Statistics, Achievements, and Epochs.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.EncounterStats.TotalWins">
            <summary>
            How many times the player has won against this encounter.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.EncounterStats.TotalLosses">
            <summary>
            How many times the player has died to this encounter.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.EncounterStats.IncrementWin(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Increments a victory against this encounter.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.EncounterStats.IncrementLoss(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Increments a loss against this encounter.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.EnemyStats">
            <summary>
            Holds progress data on a per enemy creature basis.
            Used by SerializableProgress. Useful for the Bestiary, Statistics, Achievements, and Epochs.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.EnemyStats.Id">
            <summary>
            The Id of this enemy!
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.EnemyStats.TotalWins">
            <summary>
            How many times the player has won against this enemy.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.EnemyStats.TotalLosses">
            <summary>
            How many times the player has died to this enemy.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.EnemyStats.IncrementWin(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Increments a victory against this enemy.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.EnemyStats.IncrementLoss(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Increments a loss against this enemy.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.EpochState">
            <summary>
            The status of which an SerializableEpoch can be in.
            The states are:
                Revealed: Complete!
                Obtained: The player has met the requirements to get this AND the slot is available in the Timeline.
                ObtainedNoSlot: The player has met the requirements to get this but the slot isn't visible.
                Unobtained: The player has unlocked the slot but has not yet obtained this Epoch.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.FightStats">
            <summary>
            Holds progress data of a specific Character's matchup against a specific Encounter or Enemy.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.FightStats.Character">
            <summary>
            The character this FightStat entry is for.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.FightStats.Wins">
            <summary>
            How many times this character has won against this encounter or enemy.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.FightStats.Losses">
            <summary>
            How many times this character has lost to this encounter or enemy.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.GodotFileIo">
            <summary>
            Implements the ISaveStore interface for managing game save files within Godot.
            Handles file operations including reading, writing, and managing save directories.
            All file I/O operations related to game saves should use this class to ensure
            proper path handling, atomic writes, and consistent error handling across the application.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.GodotFileIo.SaveDir">
            <summary>
            WARNING: ONLY CHANGE THIS IN TESTS.
            The directory that your save files live at.
            On Windows, these will be at: C:\Users\{USER}\AppData\Roaming\SlayTheSpire2\{platform}\{userId}\profile{profileId}\saves
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.GodotFileIo.CopyBackup(System.String)">
            <summary>
            Copies the current save to a .backup file using temp+rename for crash safety.
            The .backup serves as a fallback for the non-atomic rename on Windows and for
            recovery when the primary save is corrupted. Writing to a .tmp file first ensures
            the old .backup is preserved if a crash occurs mid-write.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.GodotFileIo.FsyncFile(System.String)">
             <summary>
             Forces the OS to flush all buffered data for the specified file to the storage device.
             Without this, data may sit in the OS page cache and be lost on power loss or OS crash.
            
             Why .NET FileStream instead of Godot's FileAccess.Flush()?
             Godot's Flush() calls fflush() (see file_access_unix.cpp:322 and file_access_windows.cpp:374)
             which only pushes data from the C stdio buffer to the OS kernel page cache. Godot does not
             expose fsync/fdatasync/FlushFileBuffers anywhere in its FileAccess API. .NET's Flush(flushToDisk: true)
             calls fsync (Linux) / FlushFileBuffers (Windows) which forces the kernel to write to the physical device.
            
             This is a platform-dependent call and may not work on all OSes (e.g. consoles with sandboxed
             filesystems). On unsupported platforms, the catch block logs a warning and the save proceeds
             without durability guarantees (same as before this change). Console ports will need a
             platform-specific ISaveStore implementation in C# anyway, which can use that platform's
             native flush/commit API directly.
             </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.ICloudSaveStore">
            <summary>
            An interface used by cloud save stores, providing additional functionality on top of ISaveStore.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.ICloudSaveStore.HasCloudFiles">
            <summary>
            Returns true if any files are stored in the cloud.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.ICloudSaveStore.ForgetFile(System.String)">
             <summary>
             Removes a file from remote storage, but keeps it in the local cache.
            
             </summary>
             <remarks>
             For implementors: Functionally, what this should do is remove the file from the cloud, freeing up cloud storage,
             but the file should still exist when we call ReadFile on it. WriteFile will re-upload the file to the cloud.
             This implementation is modeled after SteamRemoteStorage. If this proves to be problematic, feel free to re-evaluate
             the strategy.
             </remarks>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.ICloudSaveStore.IsFilePersisted(System.String)">
            <summary>
            Returns true if the file at the path is in remote storage.
            The file can also be in local storage, but this is disregarded.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.ICloudSaveStore.BeginSaveBatch">
            <summary>
            Signals the cloud store that a batch of file writes is about to begin.
            On Steam, this calls BeginFileWriteBatch so that cloud sync is deferred until the batch ends,
            preventing partial sync on Steam Deck suspend.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.ICloudSaveStore.EndSaveBatch">
            <summary>
            Signals the cloud store that a batch of file writes has ended.
            On Steam, this calls EndFileWriteBatch so that deferred cloud sync can proceed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.ICloudSaveStore.HasUserEnabledCloudSync">
            <summary>
            Returns true if the user has enabled cloud sync.
            DO NOT use this to check if you should be writing files to the cloud.
            DO use this to check if you should be syncing files from the cloud to this machine.
            See <see cref="T:MegaCrit.Sts2.Core.Platform.Steam.SteamRemoteSaveStore"/> for why.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.ISaveSchema">
            <summary>
            Interface for all save schemas that can be serialized and migrated.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.ISaveSchema.SchemaVersion">
            <summary>
            The version of the schema, used for migration purposes.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.ISaveStore">
            <summary>
            An abstraction layer around how we store save data.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.ISaveStore.CreateDirectory(System.String)">
            <summary>
            Creates a directory if it doesn't already exist.
            Implementors must ensure that this does not throw if the directory already exists.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.ISaveStore.DeleteDirectory(System.String)">
            <summary>
            Deletes a directory and any remaining contents.
            No error is emitted if the directory doesn't already exist.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.JsonSerializationUtility">
            <summary>
            Utility for serializing and deserializing save data.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.JsonSerializationUtility.AddTypeInfoResolver(System.Text.Json.Serialization.Metadata.IJsonTypeInfoResolver)">
            <summary>
            Adds a type info resolver to the resolving chain. Only used in tests to include test objects in the JSON
            serialization.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.JsonSerializationUtility.SerializeAsync``1(``0)">
            <summary>
            Serializes a save schema to JSON asynchronously.
            </summary>
            <typeparam name="T">The type of save schema</typeparam>
            <param name="data">The data to serialize</param>
            <returns>The JSON string</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.JsonSerializationUtility.ToJson``1(``0)">
            <summary>
            Serializes a save schema to JSON.
            </summary>
            <typeparam name="T">The type of save schema</typeparam>
            <param name="obj">The object to serialize</param>
            <returns>The JSON string</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.JsonSerializationUtility.FromJson``1(System.String)">
            <summary>
            Deserializes JSON to a save schema object.
            </summary>
            <typeparam name="T">The type of save schema</typeparam>
            <param name="json">The JSON string</param>
            <returns>The deserialization result</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.GenerateUnlockState">
            <summary>
            Generate an unlock state from the current progress save.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.IncrementEncounterLoss(MegaCrit.Sts2.Core.Models.ModelId,MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Called after a loss. Marks the player as having lost to an encounter (not a monster).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.IncrementEnemyFightLoss(MegaCrit.Sts2.Core.Models.ModelId,MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Called after a loss. Marks the player as having lost to a specific monster in an encounter.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.UpdateWithRunData(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean)">
            <summary>
            Called whenever a run is completed. This could be Death, Victory, or Abandon.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.UpdateEpochsPostRun(MegaCrit.Sts2.Core.Saves.Runs.SerializablePlayer,MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean)">
            <summary>
            Check for Epoch-related unlocks at the end of each run.
            Singleplayer only.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.PostRunUnlockCharacterEpochCheck(MegaCrit.Sts2.Core.Saves.Runs.SerializablePlayer,MegaCrit.Sts2.Core.Saves.SerializableRun)">
            <summary>
            If you complete a run with a character for the first time,
            there's generally an unlock for another character.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.CheckAscensionOneCompleted(MegaCrit.Sts2.Core.Saves.Runs.SerializablePlayer,MegaCrit.Sts2.Core.Saves.SerializableRun)">
            <summary>
            When the player completes Ascension 1 they unlock Character Epoch 7.
            This unlock grants the player the means to Kill the Architect and 3 cards.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.CheckFifteenElitesDefeatedEpoch(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Checks for Character5Epoch for all characters.
            Requires defeating 15 Elites in the game with the character.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.CheckFifteenBossesDefeatedEpoch(MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Checks for Character6Epoch for all characters.
            Requires defeating 15 Bosses in the game with the character.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.ObtainCharUnlockEpoch(MegaCrit.Sts2.Core.Entities.Players.Player,System.Int32)">
            <summary>
            Helper function to obtain character unlocks 1, 2, and 3.
            Requires the player to defeat a boss in an act for the first time (for each character!)
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.TryObtainEpochMidRun(MegaCrit.Sts2.Core.Timeline.EpochModel,MegaCrit.Sts2.Core.Entities.Players.Player)">
            <summary>
            Called mid-run (like when you kill a boss that unlocks an Epoch).
            If this Epoch's slot is available, we obtain it and return true.
            We return a bool so callers can log or show VFX accordingly.
            </summary>
            <param name="epoch">Epoch to try to obtain.</param>
            <param name="localPlayer">The local player's Player instance.</param>
            <returns>
            True if you Obtained a new Epoch, false if not (you already have it OR the slot is unavailable).
            </returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.TryObtainEpochPostRun(MegaCrit.Sts2.Core.Timeline.EpochModel,MegaCrit.Sts2.Core.Saves.Runs.SerializablePlayer,MegaCrit.Sts2.Core.Saves.SerializableRun)">
            <summary>
            Called post-run (like after abandoning your first run, which unlocks the Silent).
            If this Epoch's slot is available, we obtain it and return true.
            We return a bool so callers can log or show VFX accordingly.
            </summary>
            <param name="epoch">Epoch to try to obtain.</param>
            <param name="serializablePlayer">The serializable version of the local player's Player instance.</param>
            <param name="serializableRun">The serializable version of the run.</param>
            <returns>
            True if you Obtained a new Epoch, false if not (you already have it OR the slot is unavailable).
            </returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.TryObtainEpochInternal(MegaCrit.Sts2.Core.Timeline.EpochModel)">
            <summary>
            WARNING: This should only be called by <see cref="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.TryObtainEpochMidRun(MegaCrit.Sts2.Core.Timeline.EpochModel,MegaCrit.Sts2.Core.Entities.Players.Player)"/> and
            <see cref="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.TryObtainEpochPostRun(MegaCrit.Sts2.Core.Timeline.EpochModel,MegaCrit.Sts2.Core.Saves.Runs.SerializablePlayer,MegaCrit.Sts2.Core.Saves.SerializableRun)"/>.
            If this Epoch's slot is available, we obtain it and return true.
            We return a bool so callers can log or show VFX accordingly.
            </summary>
            <param name="epoch">Epoch to try to obtain.</param>
            <returns>
            True if you Obtained a new Epoch, false if not (you already have it OR the slot is unavailable).
            </returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.GetRevealableEpochs">
             <summary>
             Returns the set of epochs that the player has both obtained and may reveal.
             In certain (buggy) scenarios, the player may end up obtaining epochs that are still hidden. An example scenario
             (though this may be fixed in the future) is:
              - The player joins a multiplayer daily, which allows them to play a character they have not unlocked
              - The player obtains an epoch for that character which they can't see on the timeline
            
             This method skips those sorts of epochs. However, it still returns epochs that are in ObtainedNoSlot state but
             are about to be revealed by another epoch the player has obtained.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.UpdateAfterCombatWon(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Rooms.CombatRoom)">
            <summary>
            Lots of checks and update of the progress save file after the end of each combat.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.IncrementSingleplayerAscension(MegaCrit.Sts2.Core.Saves.SerializableRun,MegaCrit.Sts2.Core.Saves.CharacterStats)">
            <summary>
            If the player wins a singleplayer run, this logic checks if they're playing on Max Ascension.
            If so, increment it by 1.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.IncrementMultiplayerAscension(MegaCrit.Sts2.Core.Saves.SerializableRun)">
            <summary>
            If the player wins a multiplayer run, this logic checks if they're playing on Max Ascension.
            If so, increment it by 1.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.SeenFtue(System.String)">
            <summary>
            Returns true if all ftues are disabled OR if the given ftue key exists (seen by the player before).
            Is also disabled if there's no game (test mode)
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.SeenPopup(System.String)">
            <summary>
            Checks if a one-time popup has been seen before or not.
            This is only used by the "Ascension Unlocked" popups for now.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.RunHistorySaveManager.CreateRunHistoryDirectory">
            <summary>
            This should be called right after the profile ID is initialized so that there is a directory we can save run
            histories to.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.RunHistorySaveManager.LoadHistory(System.String)">
            <summary>
            Loads a single run history file with migration support.
            </summary>
            <param name="fileName">The history file name (e.g., "1234567890.run")</param>
            <returns>The result of the load operation</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.RunHistorySaveManager.LoadAllRunHistoryNames">
            <summary>
            Returns a list of all the run histories that we have available to load.
            To actually load the history, use <see cref="M:MegaCrit.Sts2.Core.Saves.Managers.RunHistorySaveManager.LoadHistory(System.String)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.RunSaveManager.SaveRun(MegaCrit.Sts2.Core.Rooms.AbstractRoom)">
            <summary>
            Save a run while one is currently in progress.
            </summary>
            <param name="preFinishedRoom"></param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.RunSaveManager.SaveRun(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean)">
            <summary>
            Save a run when you just have a SerializableRun field, independent of whether run manager has been set up yet.
            WARNING: Only use this if you know what you are doing
            This exists so we can resave a serializable run without already having a run in progress
            Important for resaving SerializableRun.NumReloads right after we've started a run.
            in most cases you should call the other SaveRun overload.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.RunSaveManager.LoadAndCanonicalizeMultiplayerRunSave(System.UInt64)">
            <summary>
            Loads the multiplayer run and canonicalizes it.
            In this case, "canonicalize" means that we load the save, detect any deprecated content, and replace it with
            the deprecated version of that model (e.g. <see cref="T:MegaCrit.Sts2.Core.Models.Events.DeprecatedEvent"/>.)
            </summary>
            <param name="localPlayerId">The local player ID who is loading the save.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Managers.SettingsSaveManager.ApplyPlatformDefaults(MegaCrit.Sts2.Core.Saves.SettingsSave)">
            <summary>
            Applies platform-specific default settings when a settings file is recreated.
            </summary>
            <param name="settings">The settings object to apply defaults to</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.MapDrawing.SerializableMapDrawingLine">
            <summary>
            A serializable form of a single line that a player has drawn on the map.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.MapDrawing.SerializableMapDrawings">
            <summary>
            A serializable form of the drawings that all players have drawn on the map.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.MapDrawing.SerializableMapDrawingsJsonConverter">
            <summary>
            Converts a SerializableMapDrawings instance into a base64-encoded string that can be saved into the JSON save file.
            When we serialize the map drawings to a multiplayer client, we serialize it directly as a binary blob. JSON can't
            do this and so this class exists as an adapter.
            The gains from gzipping the output haven't really been measured, so if we find that it's causing performance problems
            we can remove it.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.MapDrawing.SerializablePlayerMapDrawings">
            <summary>
            A serializable form of the drawings that a single player has drawn on the map.
            There are multiple of these in the save in multiplayer.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.Boolean">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.Double">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.Single">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.Vector2">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.Vector2I">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ControllerMappingType">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.RelicRarity">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.PlayerRngType">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.RunRngType">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.LocString">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.MapCoord">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.MapPointType">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ModDependency">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ModManifest">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ModSettings">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ModSource">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SettingsSaveMod">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.BadgeRarity">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ModelId">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.FeedbackData">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.NullLeaderboard">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.NullLeaderboardFile">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.NullLeaderboardFileEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.NullMultiplayerName">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.PlatformType">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.RewardType">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.RoomType">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.CardCreationSource">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.CardRarityOddsType">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.GameMode">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.AncientChoiceHistoryEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.CardChoiceHistoryEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.CardEnchantmentHistoryEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.CardTransformationHistoryEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.EventOptionHistoryEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.MapPointHistoryEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.MapPointRoomHistoryEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ModelChoiceHistoryEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.PlayerMapPointHistoryEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.RunHistory">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.RunHistoryPlayer">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.AncientCharacterStats">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.AncientStats">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.BadgeStats">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.CardStats">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.CharacterStats">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.EncounterStats">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.EnemyStats">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.EpochState">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.FightStats">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableMapDrawingLine">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableMapDrawings">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializablePlayerMapDrawings">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.MigratingData">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.PrefsSave">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ProfileSave">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SavedProperties">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SavedPropertyBoolean">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SavedPropertyModelId">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SavedPropertySerializableCardArray">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SavedPropertySerializableCard">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SavedPropertyInt32Array">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SavedPropertyInt32">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SavedPropertyString">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableActMap">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableActModel">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableBadge">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableCard">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableCardArray">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableEnchantment">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableExtraRunFields">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableMapPoint">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableModifier">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializablePlayer">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializablePlayerOddsSet">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializablePotion">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableRelic">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableRelicGrabBag">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableReward">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableRoom">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableRoomSet">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableRunOddsSet">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableRunRngSet">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableEpoch">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableExtraPlayerFields">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializablePlayerRngSet">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableProgress">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableRun">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableUnlockedAchievement">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SettingsSave">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.AspectRatioSetting">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.FastModeType">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.VSyncType">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.SerializableUnlockState">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.DictionaryRelicRarityListModelId">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.DictionaryPlayerRngTypeInt32">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.DictionaryRunRngTypeInt32">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.DictionaryStringObject">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.DictionaryStringString">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.DictionaryUInt64ListSerializableReward">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.IEnumerableSerializableBadge">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.IEnumerableSerializableCard">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.IEnumerableSerializablePotion">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.IEnumerableSerializableRelic">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListVector2">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListMapCoord">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListModDependency">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListSettingsSaveMod">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListModelId">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListNullLeaderboard">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListNullLeaderboardFileEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListNullMultiplayerName">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListAncientChoiceHistoryEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListCardChoiceHistoryEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListCardEnchantmentHistoryEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListCardTransformationHistoryEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListEventOptionHistoryEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListMapPointHistoryEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListMapPointRoomHistoryEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListModelChoiceHistoryEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListPlayerMapPointHistoryEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListRunHistoryPlayer">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListAncientCharacterStats">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListAncientStats">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListBadgeStats">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListCardStats">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListCharacterStats">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListEncounterStats">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListEnemyStats">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListFightStats">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListSerializableMapDrawingLine">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListSerializablePlayerMapDrawings">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListMigratingData">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListSavedPropertyBoolean">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListSavedPropertyModelId">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListSavedPropertySerializableCardArray">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListSavedPropertySerializableCard">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListSavedPropertyInt32Array">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListSavedPropertyInt32">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListSavedPropertyString">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListSerializableActModel">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListSerializableCard">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListSerializableMapPoint">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListSerializableModifier">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListSerializablePlayer">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListSerializablePotion">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListSerializableRelic">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListSerializableReward">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListSerializableEpoch">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListSerializableUnlockedAchievement">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListDictionaryStringObject">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListListMapPointHistoryEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListListPlayerMapPointHistoryEntry">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListJsonNode">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListString">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.ListUInt64">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.DateTimeOffset">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.NullableDateTimeOffset">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.JsonNode">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.JsonObject">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.Int32">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.NullableInt32">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.Int32Array">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.Int64">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.Object">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.String">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.UInt32">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.UInt64">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.Default">
            <summary>
            The default <see cref="T:System.Text.Json.Serialization.JsonSerializerContext"/> associated with a default <see cref="T:System.Text.Json.JsonSerializerOptions"/> instance.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.GeneratedSerializerOptions">
            <summary>
            The source-generated options associated with this context.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.#ctor">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.#ctor(System.Text.Json.JsonSerializerOptions)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.MegaCritSerializerContext.GetTypeInfo(System.Type)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.IMigration">
            <summary>
            Base interface for all migrations.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Migrations.IMigration.FromVersion">
            <summary>
            The version to migrate from.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Migrations.IMigration.ToVersion">
            <summary>
            The version to migrate to.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Migrations.IMigration.SaveType">
            <summary>
            The type of save that this migration operates on.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.IMigration.Migrate(MegaCrit.Sts2.Core.Saves.Migrations.MigratingData)">
            <summary>
            Migrates the JsonObject from the old version to the new version.
            </summary>
            <param name="saveData">The JsonObject to migrate</param>
            <returns>The migrated JsonObject</returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.IMigration`1">
            <summary>
            Strongly typed interface for migrations that operate on a specific save type.
            </summary>
            <typeparam name="T">The save type to migrate</typeparam>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.MigratingData">
            <summary>
            A mutable JSON representation of the data being migrated. It serves as a loosely typed mutable blob we can
            deserialize into and modify with our migration classes until finally parsing into the latest structured save schema.
            This implementation uses System.Text.Json's JsonNode instead of a custom implementation.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigratingData.#ctor(System.Text.Json.JsonDocument)">
            <summary>
            Creates a JSON object from a JsonDocument.
            </summary>
            <param name="document">The JsonDocument to convert</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigratingData.#ctor(System.String)">
            <summary>
            Creates a JSON object from a JSON string.
            </summary>
            <param name="json">The JSON string</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigratingData.#ctor(System.Text.Json.Nodes.JsonObject)">
            <summary>
            Creates a JSON object from a JsonObject.
            </summary>
            <param name="jsonObject">The JsonObject</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigratingData.ToObject``1">
            <summary>
            Parses this JsonObject to a strongly typed object.
            </summary>
            <typeparam name="T">The type to convert to</typeparam>
            <returns>An instance of the specified type</returns>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Migrations.MigratingData.Item(System.String)">
            <summary>
            Gets a property in the JSON object.
            </summary>
            <param name="key">The property name</param>
            <returns>The property value</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigratingData.Remove(System.String)">
            <summary>
            Removes a property from the JSON object.
            </summary>
            <param name="key">The property name to remove</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigratingData.Rename(System.String,System.String)">
            <summary>
            Renames a property in the JSON object.
            </summary>
            <param name="oldKey">The current property name</param>
            <param name="newKey">The new property name</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigratingData.Has(System.String)">
            <summary>
            Checks if the JSON object has a property.
            </summary>
            <param name="key">The property name</param>
            <returns>True if the property exists</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigratingData.ConvertJsonNodeToObject(System.Text.Json.Nodes.JsonNode)">
            <summary>
            Helper method to convert JsonNode to .NET objects
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigratingData.GetAs``1(System.String)">
            <summary>
            Gets a property as a specific type.
            </summary>
            <typeparam name="T">The type to convert to</typeparam>
            <param name="key">The property name</param>
            <returns>The property value as the specified type</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigratingData.GetString(System.String)">
            <summary>
            Gets a string value from the JSON object.
            </summary>
            <param name="key">The property name</param>
            <returns>The string value</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigratingData.GetBool(System.String)">
            <summary>
            Gets a boolean value from the JSON object.
            </summary>
            <param name="key">The property name</param>
            <returns>The boolean value</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigratingData.GetInt(System.String)">
            <summary>
            Gets an integer value from the JSON object.
            </summary>
            <param name="key">The property name</param>
            <returns>The integer value</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigratingData.GetObject(System.String)">
            <summary>
            Gets a nested JSON object from the JSON object.
            </summary>
            <param name="key">The property name</param>
            <returns>The nested JSON object</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigratingData.Set``1(System.String,``0)">
            <summary>
            Sets a value in the JSON object.
            </summary>
            <param name="key">The key to set.</param>
            <param name="value">The value to set.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigratingData.SetObject(System.String,MegaCrit.Sts2.Core.Saves.Migrations.MigratingData)">
            <summary>
            Sets a nested object property in the JSON object.
            </summary>
            <param name="key">The property name</param>
            <param name="value">The MigratingData object to set</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigratingData.GetList(System.String)">
            <summary>
            Gets a list of objects from the JSON array.
            </summary>
            <param name="key">The property name</param>
            <returns>The list of objects</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigratingData.GetRawNode(System.String)">
            <summary>
            Gets the raw JsonNode for a property, useful for direct manipulation in migrations.
            </summary>
            <param name="key">The property name</param>
            <returns>The JsonNode or null if not found</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigratingData.SetList``1(System.String,System.Collections.Generic.IEnumerable{``0})">
            <summary>
            Sets an array property in the JSON object.
            </summary>
            <typeparam name="T">The type of items in the array</typeparam>
            <param name="key">The property name</param>
            <param name="items">The collection of items to set</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.MigrationAttribute">
            <summary>
            Attribute used to mark a class as a migration.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Migrations.MigrationAttribute.SaveType">
            <summary>
            The type of save that this migration operates on.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Migrations.MigrationAttribute.FromVersion">
            <summary>
            The version to migrate from.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Migrations.MigrationAttribute.ToVersion">
            <summary>
            The version to migrate to.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationAttribute.#ctor(System.Type,System.Int32,System.Int32)">
            <summary>
            Creates a new migration attribute.
            </summary>
            <param name="saveType">The type of save that this migration operates on</param>
            <param name="fromVersion">The version to migrate from</param>
            <param name="toVersion">The version to migrate to</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.MigrationBase`1">
            <summary>
            Base class for migrations that automatically derives migration properties from the Migration attribute
            and uses JsonObject for migration operations.
            </summary>
            <typeparam name="T">The save type to migrate</typeparam>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Migrations.MigrationBase`1.FromVersion">
            <summary>
            The version to migrate from. Derived from the Migration attribute.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Migrations.MigrationBase`1.ToVersion">
            <summary>
            The version to migrate to. Derived from the Migration attribute.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Migrations.MigrationBase`1.SaveType">
            <summary>
            The type of save that this migration operates on. Derived from the Migration attribute.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationBase`1.Migrate(MegaCrit.Sts2.Core.Saves.Migrations.MigratingData)">
            <summary>
            Migrates the JSON object from the old version to the new version.
            </summary>
            <param name="saveData">The JSON object to migrate</param>
            <returns>The migrated JSON object</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationBase`1.ApplyMigration(MegaCrit.Sts2.Core.Saves.Migrations.MigratingData)">
            <summary>
            Implement this in derived classes to modify the JSON object.
            </summary>
            <param name="saveData">The JSON object to modify</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.MigrationException">
            <summary>
            Exception thrown when a migration fails.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.MissingSchemaVersionException">
            <summary>
            Exception thrown when a schema version is missing from a save file.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.InvalidMigrationPathException">
            <summary>
            Base exception for migration path validation failures.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.MigrationPathGapException">
            <summary>
            Exception thrown when there are gaps in the migration path.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.DuplicateMigrationException">
            <summary>
            Exception thrown when there are duplicate migrations from the same version.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager">
            <summary>
            Manages save schema migrations and version tracking.
            This class combines functionality previously spread across MigrationRegistry, SaveSystemBootstrap,
            and migration logic from SaveManager.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.#ctor(MegaCrit.Sts2.Core.Saves.ISaveStore)">
            <summary>
            Initializes a new instance of the <see cref="T:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager" /> class.
            </summary>
            <param name="saveStore">The save store to use for file operations</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.Initialize">
            <summary>
            Initializes the migration system, registering migrations and setting current versions.
            </summary>
            <exception cref="T:MegaCrit.Sts2.Core.Saves.Migrations.InvalidMigrationPathException">Thrown when migration paths are invalid</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.DeriveAndSetLatestVersions">
            <summary>
            Derives the latest version numbers dynamically from registered migrations.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.EnsureVersionSet``1">
            <summary>
            Ensures that a version is set for the specified save type.
            </summary>
            <typeparam name="T">The save type</typeparam>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.ValidateMigrationPaths">
            <summary>
            Validates migration paths for gaps and duplicates.
            </summary>
            <exception cref="T:MegaCrit.Sts2.Core.Saves.Migrations.MigrationPathGapException">Thrown when migration paths have gaps</exception>
            <exception cref="T:MegaCrit.Sts2.Core.Saves.Migrations.DuplicateMigrationException">Thrown when migration paths have duplicates</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.GetGapsInMigrationPath(System.Type)">
            <summary>
            Gets a list of version numbers that represent gaps in the migration path.
            A gap is defined as a version that is a target in one migration but not a source in any migration,
            except for the highest version which is expected to be only a target.
            </summary>
            <param name="saveType">The save type to check</param>
            <returns>A list of version numbers that represent gaps</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.GetDuplicateMigrationSources(System.Type)">
            <summary>
            Gets a list of version numbers that are sources for multiple migrations.
            This indicates a conflict in the migration path.
            </summary>
            <param name="saveType">The save type to check</param>
            <returns>A list of version numbers that are sources for multiple migrations</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.IsMigrationPathValid(System.Type)">
            <summary>
            Checks if the migration path for a specific save type is valid.
            Throws the same exceptions as ValidateMigrationPaths for consistency.
            </summary>
            <param name="saveType">The save type to check</param>
            <returns>True if the migration path is valid</returns>
            <exception cref="T:MegaCrit.Sts2.Core.Saves.Migrations.MigrationPathGapException">Thrown when migration paths have gaps</exception>
            <exception cref="T:MegaCrit.Sts2.Core.Saves.Migrations.DuplicateMigrationException">Thrown when migration paths have duplicates</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.RegisterMigration(MegaCrit.Sts2.Core.Saves.Migrations.IMigration)">
            <summary>
            Registers a migration.
            </summary>
            <param name="migration">The migration to register</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.SetMinimumSupportedVersion``1(System.Int32)">
            <summary>
            Sets the minimum supported schema version for a specific save type.
            </summary>
            <typeparam name="T">The save type</typeparam>
            <param name="version">The minimum supported version</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.GetCurrentVersion``1">
            <summary>
            Gets the current schema version for a specific save type.
            </summary>
            <typeparam name="T">The save type that implements the ISaveSchema interface</typeparam>
            <returns>The current version number for the specified save type</returns>
            <exception cref="T:MegaCrit.Sts2.Core.Saves.Migrations.MigrationException">Thrown when no migrations are found for the specified save type</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.GetMinimumSupportedVersion``1">
            <summary>
            Gets the minimum supported schema version for a specific save type.
            </summary>
            <typeparam name="T">The save type</typeparam>
            <returns>The minimum supported version</returns>
            <exception cref="T:System.InvalidOperationException">Thrown when no minimum supported version has been set</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.GetMigration``1(System.Int32,System.Int32)">
            <summary>
            Gets a migration for a specific save type and version.
            </summary>
            <typeparam name="T">The save type</typeparam>
            <param name="fromVersion">The version to migrate from</param>
            <param name="toVersion">The version to migrate to (used only for validation)</param>
            <returns>The migration, or null if no migration exists</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.GetNextVersion``1(System.Int32)">
            <summary>
            Gets the next available version in the migration chain.
            </summary>
            <typeparam name="T">The save type that implements the ISaveSchema interface</typeparam>
            <param name="currentVersion">The current version number to find the next version for</param>
            <returns>The next version number if a migration exists, or null if no migration is available</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.GetRegisteredSaveTypes">
            <summary>
            Gets all registered save types that have migrations.
            </summary>
            <returns>The save types</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.GetMigrationsForType(System.Type)">
            <summary>
            Gets all registered migrations for a specific save type.
            </summary>
            <param name="saveType">The save type</param>
            <returns>The migrations</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.ExtractSchemaVersion(MegaCrit.Sts2.Core.Saves.Migrations.MigratingData)">
            <summary>
            Extracts the schema version from a JsonObject.
            </summary>
            <param name="json">The JsonObject to extract the version from</param>
            <returns>The schema version</returns>
            <exception cref="T:MegaCrit.Sts2.Core.Saves.Migrations.MissingSchemaVersionException">Thrown when the schema version is not found</exception>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.CreateNewSave``1">
            <summary>
            Creates a new save instance with the latest schema version for the type.
            </summary>
            <typeparam name="T">The save type</typeparam>
            <returns>New save instance with current schema version</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.PreserveCorruptFile(System.String,MegaCrit.Sts2.Core.Saves.ReadSaveStatus)">
            <summary>
            Preserves a corrupted save file using standardized naming convention.
            </summary>
            <param name="savePath">The path to the corrupt save file</param>
            <param name="status">The reason for corruption</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.ShouldPreserveCorrupt(MegaCrit.Sts2.Core.Saves.ReadSaveStatus)">
            <summary>
            Determines if a corrupt file should be preserved based on the status.
            </summary>
            <param name="status">The read save status</param>
            <returns>True if the file should be preserved as corrupt</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.LoadSave``1(System.String)">
            <summary>
            Loads save data with aggressive recovery attempts, falling back to a .backup if the primary file
            is missing or corrupt. This covers the case where a non-atomic rename on Windows (delete-then-move)
            lost the primary file during a power failure.
            Does NOT create new saves or modify files - that's the caller's responsibility.
            All recovery operations happen in memory only, preserving original files for debugging.
            </summary>
            <typeparam name="T">The type of save data</typeparam>
            <param name="filePath">The path to the save file</param>
            <returns>ReadSaveResult with save data or error status</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.LoadSaveFromPath``1(System.String)">
            <summary>
            Loads save data from a single file path with aggressive recovery attempts.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.LoadWithAggressiveRecovery``1(System.String,System.String)">
            <summary>
            Attempts to load save data with aggressive recovery attempts, including migration and repair.
            Uses multiple fallback strategies: schema version inference, sequential migrations, JSON repair, and data scavenging.
            </summary>
            <typeparam name="T">The type of save data</typeparam>
            <param name="filePath">The path to the save file (for logging)</param>
            <param name="content">The file content to parse</param>
            <returns>ReadSaveResult with save data or error status</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.InferSchemaVersionFromStructure``1(MegaCrit.Sts2.Core.Saves.Migrations.MigratingData)">
            <summary>
            Attempts to infer schema version from save structure
            </summary>
            <typeparam name="T">The save type</typeparam>
            <param name="data">The save data to examine</param>
            <returns>Inferred version or null if can't infer</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.RecoverPartialDataFromCorruptSave``1(MegaCrit.Sts2.Core.Saves.Migrations.MigratingData)">
            <summary>
            Attempts to scavenge usable data from corrupted/old saves by stamping the current schema version
            and deserializing directly. Unknown fields are silently skipped; missing fields get C# defaults.
            SerializableRun is excluded because defaulted combat state (0 HP, empty deck) causes gameplay bugs.
            </summary>
            <typeparam name="T">The save type</typeparam>
            <param name="data">The save data to scavenge from</param>
            <returns>Scavenged save object or null if nothing can be salvaged</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.RepairCommonJsonErrors(System.String)">
            <summary>
            Attempts basic JSON repair (fix common issues like trailing commas, missing brackets).
            Limited to safe, conservative repairs only.
            </summary>
            <param name="json">The JSON content to repair</param>
            <returns>Repaired JSON string or null if repair failed</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager.MigrateDataSequentially``1(MegaCrit.Sts2.Core.Saves.Migrations.MigratingData)">
            <summary>
            Migrates save data using JsonObject.
            </summary>
            <typeparam name="T">The type of save data to migrate</typeparam>
            <param name="jsonObj">The JsonObject to migrate</param>
            <returns>The migrated JsonObject</returns>
            <exception cref="T:MegaCrit.Sts2.Core.Saves.Migrations.MigrationException">Thrown when a migration cannot be found or fails</exception>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.MigrationRegistry">
            <summary>
            Registry for save migrations.
            This class will eventually be auto-generated by a source generator.
            </summary>
            <remarks>
            IMPORTANT: This is a temporary reflection-based implementation.
            Eventually, this class will be generated at compile time by a source generator
            that scans for all classes with the [Migration] attribute.
            </remarks>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.MigrationRegistry.RegisterAllMigrations(MegaCrit.Sts2.Core.Saves.Migrations.MigrationManager)">
            <summary>
            Registers all migrations with the migration manager.
            </summary>
            <param name="manager">The migration manager to register migrations with</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.PrefsSaves.PrefsSaveV1ToV2">
            <summary>
            No-op migration for release save wipe. All pre-release saves are invalidated
            via minimum supported version bump.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.ProfileSaves.ProfileSaveV1ToV2">
            <summary>
            No-op migration for release save wipe. All pre-release saves are invalidated
            via minimum supported version bump.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.ProgressSaves.ProgressSaveV20ToV21">
            <summary>
            No-op migration for release save wipe. All pre-release saves are invalidated
            via minimum supported version bump.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.RunHistories.RunHistoryV7ToV8">
            <summary>
            No-op migration for release save wipe. All pre-release saves are invalidated
            via minimum supported version bump.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.RunHistories.RunHistoryV8ToV9">
            <summary>
            Migrates renamed/deleted ModelIds in completed run history saves.
            Same renames as SerializableRunV15ToV16, applied to the RunHistory schema.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.SerializableRuns.SerializableRunV12ToV13">
            <summary>
            No-op migration for release save wipe. All pre-release saves are invalidated
            via minimum supported version bump.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.SerializableRuns.SerializableRunV13ToV14">
            <summary>
            SerializableReward.CardPoolId (singular) changed to CardPoolIds (plural).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.SerializableRuns.SerializableRunV14ToV15">
            <summary>
            Added GameMode. It defaults to None for error-checking purposes, but for existing real runs, it should default to
            something reasonable.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.SerializableRuns.SerializableRunV15ToV16">
            <summary>
            Migrates renamed/deleted ModelIds:
            - CARD.PREPARE -> CARD.PREPARED (class Prepare renamed back to Prepared)
            - ENCOUNTER.TOADPOLES_NORMAL -> ENCOUNTER.SEAPUNK_NORMAL (class ToadpolesNormal renamed to SeapunkNormal)
            - MONSTER.DOOR -> MONSTER.DEPRECATED_MONSTER (Door monster deleted in Doormaker rework)
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Migrations.SettingsSaves.SettingsSaveV3ToV4">
            <summary>
            No-op migration for release save wipe. All pre-release saves are invalidated
            via minimum supported version bump.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.Migrations.Shared.SharedMigrationHelper.V100Renames">
            <summary>
            Renames used by SerializableRun V15->V16 and RunHistory V8->V9.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.Shared.SharedMigrationHelper.ReplaceModelIds(System.Text.Json.Nodes.JsonNode,System.Collections.Generic.IReadOnlyDictionary{System.String,System.String})">
            <summary>
            Recursively walks a JSON tree and replaces string values found in the renames dictionary.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.Shared.SharedMigrationHelper.MigrateMapPointHistoryRooms(System.Text.Json.Nodes.JsonNode)">
            <summary>
            Used in Run History V2->V3 and SerializableRun V3->V4.
            migratingData is assumed to be the list of list of MapPointHistoryEntry.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Migrations.Shared.SharedMigrationHelper.RecursiveRemoveSchema(System.Text.Json.Nodes.JsonNode,System.Int32)">
            <summary>
            Recursively removes schema_version from everything except for the first JSON object.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.MigrationUtil">
            <summary>
            Contains utilities for moving files around during a migration of the save directory location.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.PrefsSave">
            <summary>
            This class serves as a schema for the Preferences save file.
            It's used for serializing and deserializing data in the options screen.
            This file is synced across devices/platforms.
            It is also scoped per-profile.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.PrefsSave.SchemaVersion">
            <summary>
            The schema version of this save.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.ProfileSave">
            <summary>
            This class serves as a schema for the Profile save file.
            It's used for storing the preferred profile that the player plays as.
            This file is stored at the account level, not at the profile level, and is synced across devices/platforms.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.ProfileSave.SchemaVersion">
            <summary>
            The schema version of this save.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.ProfileAccountScopeMigrator">
             <summary>
             TEMPORARY: This class handles the one-time migration of user data from before profiles existed.
            
             This migrator is designed to help existing playtesters transition their save data, replays,
             and console history to the new platform-specific, user-scoped directory structure without
             losing their progress.
            
             This class should be removed a few months after the user profile feature has been
             released to playtesters, once we're confident that all active users have migrated their data.
            
             The migration moves all data from user://{platform}/{userId}/saves/ -> user://{platform}/{userId}/profile1/saves/
             </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.ProgressState">
            <summary>
            Domain type for player progress. Separates runtime representation from the JSON wire format
            (<see cref="T:MegaCrit.Sts2.Core.Saves.SerializableProgress"/>). Uses dictionaries for stat lookups and hashsets for deduplication
            of discovered content.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.ProgressState.CreateDefault">
            <summary>
            Creates an empty ProgressState. Used for new save files and test setup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.ProgressState.ObtainEpoch(System.String)">
            <summary>
            Sets an epoch to Obtained if its slot exists, or creates a new ObtainedNoSlot entry.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.ProgressState.ObtainEpochOverride(System.String,MegaCrit.Sts2.Core.Saves.EpochState)">
            <summary>
            Sets or creates an epoch at any desired state. Used by timeline expansions.
            Bypasses <see cref="M:MegaCrit.Sts2.Core.Saves.SerializableEpoch.SetObtained(MegaCrit.Sts2.Core.Saves.EpochState)"/>'s one-way guard so the
            state can be moved in any direction (e.g. NotObtained to Revealed).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.ProgressState.UnlockSlot(System.String)">
            <summary>
            Opens a timeline slot for an epoch. If no entry exists, creates a NotObtained entry.
            If the epoch was earned before its slot existed (ObtainedNoSlot), promotes it to Obtained.
            Does NOT modify ObtainDate (the date was set when the epoch was earned, not when the slot opened).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.ProgressState.RevealEpoch(System.String)">
            <summary>
            Sets an obtained epoch to Revealed state. Pure data mutation only.
            The metric upload stays on <see cref="M:MegaCrit.Sts2.Core.Saves.SaveManager.RevealEpoch(System.String,System.Boolean)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.ProgressState.ResetEpochs">
            <summary>
            Clears all epochs. Used by the debug Reset Progress button.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.ProgressState.FixMissingSlots(System.Collections.Generic.List{MegaCrit.Sts2.Core.Saves.SerializableEpoch},MegaCrit.Sts2.Core.Saves.Validation.DeserializationContext)">
            <summary>
            For each Revealed epoch, ensures all epochs it would expand via
            <see cref="M:MegaCrit.Sts2.Core.Timeline.EpochModel.GetTimelineExpansion"/> have slot entries.
            Promotes ObtainedNoSlot to Obtained and creates missing entries as NotObtained.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.ReadSaveResult`1">
            <summary>
            Result of a save file read operation.
            </summary>
            <typeparam name="T">The type of save data</typeparam>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.ReadSaveResult`1.SaveData">
            <summary>
            The save data, if the operation succeeded or was recreated.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.ReadSaveResult`1.Status">
            <summary>
            The status of the operation.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.ReadSaveResult`1.Success">
            <summary>
            Whether the operation succeeded and resulted in usable save data.
            This includes successful loads, migrations, repairs, and partial recoveries.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.ReadSaveResult`1.ErrorMessage">
            <summary>
            Error message, if the operation failed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.ReadSaveResult`1.#ctor(`0)">
            <summary>
            Creates a new successful result with save data.
            </summary>
            <param name="data">The save data</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.ReadSaveResult`1.#ctor(MegaCrit.Sts2.Core.Saves.ReadSaveStatus,System.String)">
            <summary>
            Creates a new result with a status.
            </summary>
            <param name="status">The status</param>
            <param name="errorMessage">Optional error message</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.ReadSaveResult`1.#ctor(`0,MegaCrit.Sts2.Core.Saves.ReadSaveStatus,System.String)">
            <summary>
            Creates a new result with a status and save data.
            </summary>
            <param name="data">The save data</param>
            <param name="status">The status</param>
            <param name="errorMessage">Optional error message</param>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.ReadSaveStatus">
            <summary>
            Status codes for save file reading operations.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.ReadSaveStatus.Success">
            <summary>
            The operation succeeded.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.ReadSaveStatus.JsonParseError">
            <summary>
            The JSON could not be parsed.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.ReadSaveStatus.FileNotFound">
            <summary>
            The file was not found.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.ReadSaveStatus.FileEmpty">
            <summary>
            The file was empty.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.ReadSaveStatus.MigrationFailed">
            <summary>
            The migration failed.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.ReadSaveStatus.MissingSchemaVersion">
            <summary>
            The schema version is missing from the save file.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.ReadSaveStatus.FutureVersion">
            <summary>
            The save file version is newer than the current version.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.ReadSaveStatus.VersionTooOld">
            <summary>
            The save file version is too old to migrate.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.ReadSaveStatus.MigrationRequired">
            <summary>
            The save required migration and was migrated in memory.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.ReadSaveStatus.JsonRepaired">
            <summary>
            The JSON had errors that were automatically repaired.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.ReadSaveStatus.RecoveredWithDataLoss">
            <summary>
            Data was recovered but some information may be lost.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.ReadSaveStatus.FileAccessError">
            <summary>
            File access error (I/O error, permissions, etc).
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.ReadSaveStatus.Unrecoverable">
            <summary>
            The save is completely unrecoverable.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.ReadSaveStatus.ValidationFailed">
            <summary>
            The save file loaded successfully but failed content validation.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.ReadSaveStatusExtensions">
            <summary>
            Extension methods for ReadSaveStatus.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.ReadSaveStatusExtensions.IsRecoverable(MegaCrit.Sts2.Core.Saves.ReadSaveStatus)">
            <summary>
            Determines if a save read status is recoverable.
            </summary>
            <param name="status">The read status to check</param>
            <returns>True if the status indicates a recoverable error or success</returns>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Runs.EpochIdListConverter">
            <summary>
            JSON converter for List&lt;string&gt; of epoch IDs that provides backward compatibility
            with the old List&lt;ModelId&gt; format ("epoch.xxx") while writing the new format ("xxx").
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Runs.SavedProperties.#ctor">
            <summary>
            For JSON deserialization.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Runs.SavedProperties.From(MegaCrit.Sts2.Core.Models.AbstractModel)">
            <summary>
            For manual instantiation at the start of a run or in tests.
            </summary>
            <param name="model">Abstract model to grab saved properties from.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Runs.SavedProperties.FromInternal(System.Object,MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            This should only be called internally or from tests.
            </summary>
            <param name="model">The object to serialize properties from.</param>
            <param name="id">Id of the AbstractModel passed, or null if it is not an abstract model.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Runs.SavedProperties.FillInternal(System.Object)">
            <summary>
            Only for use internally or in tests!
            </summary>
            <param name="model">Object to dump properties into.</param>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.Runs.SavedPropertiesTypeCache._propertyNameToNetIdMap">
            For serializing over the network, to save space, we map the string names statically to integers
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Runs.SerializableActMap">
            <summary>
            Serializable representation of an act map for save files.
            Captures the full map topology so it can be restored without regeneration.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Runs.SerializableCard">
            <summary>
            Represents a way to serialize the entire state of a card to save file or for sending to a multiplayer peer.
            This should only be used in multiplayer if you need to recreate a card from scratch. If you are referencing an
            already-existing card owned by a player, you should use NetCombatCard or NetDeckCard.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Runs.SerializableMapPoint">
            <summary>
            Serializable representation of a single map point for save files.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Runs.SerializableReward.PredeterminedModelId">
             <summary>
             The model ID that this reward is predetermined to be.
             This is used for rewards that are predetermined to be a specific model, such as
             <see cref="T:MegaCrit.Sts2.Core.Models.Encounters.FakeMerchantEventEncounter"/> granting the specific relics that were originally being sold by
             <see cref="T:MegaCrit.Sts2.Core.Models.Events.FakeMerchant"/>.
            
             Note: If you want to set a pre-determined CardModel reward, you should probably use
             <see cref="T:MegaCrit.Sts2.Core.Rewards.SpecialCardReward"/> and the <see cref="P:MegaCrit.Sts2.Core.Saves.Runs.SerializableReward.SpecialCard"/> property instead.
            
             TODO: This only supports RelicModel right now. Add support for PotionModel later if necessary.
             </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Runs.SerializableReward.SpecialCard">
            <summary>
            The card for a <see cref="T:MegaCrit.Sts2.Core.Rewards.SpecialCardReward"/>.
            This has to be a full serialized card instead of just an ID, because <see cref="T:MegaCrit.Sts2.Core.Models.Monsters.ThievingHopper"/> steals a card
            from you and then returns it via this reward. This card may have modifications (upgrade, enchantment, etc.), so
            we need to be able to fully reconstruct it.
            Only non-null when RewardType is SpecialCard.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Runs.SerializableReward.GoldAmount">
            <summary>
            These properties are only used for gold rewards.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Runs.SerializableReward.WasGoldStolenBack">
            <summary>
            Whether or not the gold was "stolen back".
            Usually false, but true in situations where an enemy/event "stole" some of your gold (such as
            <see cref="T:MegaCrit.Sts2.Core.Models.Encounters.GremlinMercNormal"/>), and this reward represents you taking it back.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Runs.SerializableReward.Source">
            <summary>
            These properties are only used for randomized card rewards.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Runs.SerializableReward.CardPoolIds">
            <summary>
            The IDs of the card pools that this card reward can be rolled from.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Runs.SerializableReward.OptionCount">
            <summary>
            The number of cards that should be available to choose from in this card reward.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Runs.SerializableReward.CustomDescriptionEncounterSourceId">
            <summary>
            See <see cref="P:MegaCrit.Sts2.Core.Models.EncounterModel.CustomRewardDescription"/> for details.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.Runs.SerializationCondition.AlwaysSave">
            <summary>
            Property is always serialized and deserialized no matter what.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.Runs.SerializationCondition.SaveIfNotPropertyDefault">
            <summary>
            Property is only serialized and deserialized if Object.Equals returns false when comparing the current value of
            the property and the default value of the property when the declaring type's default constructor is called.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.Runs.SerializationCondition.SaveIfNotTypeDefault">
            <summary>
            Property is only serialized and deserialized if Object.Equals returns false when comparing the current value of
            the property and default(T), where T is the property of the type.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.Runs.SerializationCondition.SaveIfNotCollectionEmptyOrNull">
            <summary>
            Property is only serialized and deserialized if it is a collection that is not empty, or if it is not null.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.SaveManager">
             <summary>
             Manages saving and loading game data, including settings, progress, current runs, and run history.
             Implements the Singleton pattern for global access to save functionality.
             </summary>
             <remarks>
             The SaveManager coordinates multiple specialized save managers:
             - <see cref="T:MegaCrit.Sts2.Core.Saves.Managers.SettingsSaveManager"/>: Handles user settings (not cloud synced)
             - <see cref="T:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager"/>: Manages global game progress and statistics
             - <see cref="T:MegaCrit.Sts2.Core.Saves.Managers.RunSaveManager"/>: Handles saving/loading of active runs
             - <see cref="T:MegaCrit.Sts2.Core.Saves.Managers.RunHistorySaveManager"/>: Manages historical run data
            
             This specialized manager architecture improves testability by allowing each save manager
             to be tested independently with appropriate mocks and stubs.
            
             Save files are stored in a user-scoped, platform-specific location:
             - In editor: C:\Users\{USER}\AppData\Roaming\SlayTheSpire2\{platform}\{userId}\saves
             - In builds: C:\Users\{USER}\AppData\Roaming\Godot\app_userdata\sts2\{platform}\{userId}\saves
             </remarks>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.SaveManager._agnosticEpochUnlockOrder">
            <summary>
            The agnostic epoch IDs in unlock order.
            Used by <see cref="M:MegaCrit.Sts2.Core.Saves.SaveManager.GetEpochIdForUnlock"/> and <see cref="M:MegaCrit.Sts2.Core.Saves.SaveManager.GetRevealableEpochs"/> to enforce prerequisite ordering.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.SaveManager.CurrentRunSaveTask">
            <summary>
            If the SaveManager is in the middle of saving the run, then this is non-null and not completed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.#ctor(MegaCrit.Sts2.Core.Saves.ISaveStore,System.Boolean)">
            <summary>
            Constructor with dependency injection support.
            </summary>
            <param name="saveStore">The file I/O backend to use.</param>
            <param name="forceSynchronous">Force all operations to be performed synchronously. Only use in tests.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.#ctor(MegaCrit.Sts2.Core.Saves.ISaveStore,MegaCrit.Sts2.Core.Saves.ISaveStore,System.Boolean)">
            <summary>
            Constructor with a separate local-only store for settings.
            Settings are machine-specific (display, controller, window) and must not be cloud-synced.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.ConstructDefault">
            <summary>
            Constructs the default SaveManager for this platform and configuration.
             - If we are currently in test mode, then this returns a SaveManager that doesn't actually save to disk.
             - If cloud saves are enabled, then this returns a SaveManager that saves both to cloud and to disk for the
               appropriate save backend.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.InitProfileId(System.Nullable{System.Int32})">
            <summary>
            Sets CurrentProfileId.
            This is called during the initialization of the game. It must be called after cloud sync has completed to allow
            the profile save to sync.
            </summary>
            <param name="profileId">The profile ID to use. If null, it will be read from file.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.SwitchProfileId(System.Int32)">
            <summary>
            Switches the current profile ID and saves it to the profile save file.
            Methods on the SaveManager will start reporting new data right after, but you will must call InitPrefsData and
            InitProgressData so that PrefsData and ProgressData will report old data.
            </summary>
            <param name="profileId">The profile ID to switch to.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.IncrementNumReloads(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean)">
            <summary>
            Increments and saves the NumReloads field of a save file.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.UpdateProgressWithRunData(MegaCrit.Sts2.Core.Saves.SerializableRun,System.Boolean)">
            <summary>
            Called whenever the player wins, loses, or abandons run.
            Updates the progress.save file using the current_run.save file or similar.
            </summary>
            <param name="serializableRun">The serialized run data.</param>
            <param name="victory">Whether or not the run ended in a victory.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.UpdateProgressAfterCombatWon(MegaCrit.Sts2.Core.Entities.Players.Player,MegaCrit.Sts2.Core.Rooms.CombatRoom)">
            <summary>
            Called when the player wins a combat.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.DeleteInDirectoryRecursive(System.String)">
             <summary>
             Recursively deletes all files and subdirectories within the given directory.
             </summary>
             <remarks>
             PRG-5240: When using cloud storage, we must also delete cloud-only files.
             Cloud-only files can exist when:
             - Old run history files were "forgotten" from cloud quota tracking but still exist on Steam servers
             - Files were uploaded from another device but not yet synced locally
            
             If we only deleted local files, cloud-only files would be restored on next game launch
             by SyncCloudToLocal, causing deleted profile data (like old run history) to reappear.
             </remarks>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.InitSettingsDataForTest">
            <summary>
            Initializes a default settings file for testing purposes.
            This is separate from InitSettingsData because that is used directly in tests.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.InitPrefsDataForTest">
            <summary>
            Initializes a default prefs file for testing purposes.
            This is separate from InitPrefsData because that is used directly in tests.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.InitSettingsData">
            <summary>
            Loads the settings file for the first time. This should only be called once early on in the lifetime of the game.
            If the settings save could not be read because it was corrupt or did not exist, a new one is created.
            </summary>
            <returns>The result of reading the settings save file.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.InitPrefsData">
            <summary>
            Loads the prefs file for the first time.
            This should be called once early on in the lifetime of the game, and then only when the player switches profiles
            after that. If the progress save could not be read because it was corrupt or did not exist, a new one is created.
            </summary>
            <returns>The result of reading the prefs save file.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.InitProgressData">
            <summary>
            Loads the progress file for the first time.
            This should be called once early on in the lifetime of the game, and then only when the player switches profiles
            after that. If the progress save could not be read because it was corrupt or did not exist, a new one is created.
            </summary>
            <returns>The result of reading the progress save file.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.SyncCloudToLocal">
            <summary>
            Synchronizes files that are cloud-saved in the background.
            When this is called, we copy all newer files from the cloud save backend to the user:// directory, overwriting
            the saves that are there.
            If there is no active cloud save backend, then this method does nothing.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.DeleteSettingsFromCloud(MegaCrit.Sts2.Core.Saves.CloudSaveStore)">
            <summary>
            Deletes settings.save from cloud storage if it exists. Settings are machine-specific (display,
            controller, window) and were never intended to be cloud-synced. A stale cloud copy was uploaded
            by earlier versions and can cause sync conflicts when the local settings legitimately differ
            (e.g., different platform, different display configuration).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.CleanupStaleCurrentRunSaves">
            <summary>
            Removes current_run.save files that have already been saved to run history.
            This prevents stale saves from being restored after cloud sync issues (e.g., Steam Deck suspend).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.CleanupStaleCurrentRunSaveForProfile(System.Int32,System.String)">
            <summary>
            Checks if a current_run.save file for a specific profile is stale (already exists in history) and deletes it.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.CleanupTemporaryFiles">
            <summary>
            Removes orphaned .tmp files from all save directories.
            These can be left behind if the game crashes or is force-killed during an async write.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.ExtractStartTimeFromRunSave(System.String)">
            <summary>
            Extracts the start_time field from a serialized run save JSON without full deserialization.
            Returns null if the field cannot be extracted.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.ShouldOverwriteCloudWithLocal">
             <summary>
             This returns true under the following circumstances:
             - If there is a cloud save backend with no files uploaded and we have save files locally
             - If the cloud save backend is present and has a local cache, but cloud sync is not enabled
            
             If true is returned, then OverwriteCloudWithLocal should be called.
             If false is returned, then SyncCloudToLocal should be called.
             </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.OverwriteCloudWithLocal">
            <summary>
            If any cloud backend is enabled, but there are no files uploaded to that backend and we have save files on our
            end, then this uploads all of our files to the cloud.
            If there is no active cloud save backend, then this method does nothing.
            This is used to upload all save files to the cloud for the first time when we enable a cloud save backend.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.LoadRunSave">
            <summary>
            Load the current run save.
            </summary>
            <returns>The current run save, wrapped in a result object that contains some status info.</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.LoadAndCanonicalizeMultiplayerRunSave(System.UInt64)">
            <summary>
            Load and validate the current multiplayer run save.
            Performs deep validation to ensure all save content is valid and handles corruption automatically.
            If the save contains deprecated content, the model IDs are automatically replaced with the deprecated versions.
            </summary>
            <param name="localPlayerId">The local player ID to validate against</param>
            <returns>The current multiplayer run save with validation status</returns>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.SeenFtue(System.String)">
            <summary>
            Returns true if all ftues are disabled OR if the given ftue key exists (seen by the player before).
            Is also disabled if there's no game (test mode)
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.GenerateUnlockStateFromProgress">
            <summary>
            Generates an unlock state from the current progress save.
            This object can be used to query what the player has unlocked.
            This should only be called from the main menu. When in a run, you should use the unlock state on <see cref="T:MegaCrit.Sts2.Core.Runs.RunManager"/>
            or on Player. See the documentation in UnlockState for why.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.UnlockSlot(System.String)">
            <summary>
            Sets an Epoch Slot to be available but not revealed/obtained.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.ObtainEpoch(System.String)">
            <summary>
            Sets or creates an Epoch to any EpochState we wish.
            Used by TimelineExpansions for overriding behaviors.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.ObtainEpochOverride(System.String,MegaCrit.Sts2.Core.Saves.EpochState)">
            <summary>
            Sets or creates an Epoch to any EpochState we wish.
            Used by TimelineExpansions for overriding behaviors.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.RevealEpoch(System.String,System.Boolean)">
            <summary>
            Reveals an Epoch. Sets an Epoch to IsComplete.
            Occurs when the player clicks on an Obtained Epoch in the Timeline screen.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.ResetTimelineProgress">
            <summary>
            Called by the debug Reset Progress button in the Timeline screen.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.IsEpochRevealed``1">
            <summary>
            Checks if an epoch has been revealed on the timeline.
            You should only be querying this from the main menu. When you are inside of a run, you should be using
            <see cref="P:MegaCrit.Sts2.Core.Runs.RunState.UnlockState"/> or <see cref="P:MegaCrit.Sts2.Core.Entities.Players.Player.UnlockState"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.IsEpochRevealed(System.String)">
            <summary>
            Checks if an epoch has been revealed on the timeline.
            You should only be querying this from the main menu. When you are inside of a run, you should be using
            <see cref="P:MegaCrit.Sts2.Core.Runs.RunState.UnlockState"/> or <see cref="P:MegaCrit.Sts2.Core.Entities.Players.Player.UnlockState"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.GetCardUnlockEpochIds">
            <summary>
            Helper method which returns every Epoch that unlocks cards in the game.
            Modify this list to affect our total card unlock statistics.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.GetRelicUnlockEpochIds">
            <summary>
            Helper method which returns every Epoch that unlocks relics in the game.
            Modify this list to affect our total relic unlock statistics.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.GetPotionUnlockEpochIds">
            <summary>
            Helper method which returns every Epoch that unlocks relics in the game.
            Modify this list to affect our total relic unlock statistics.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.GetAggregateAscensionProgress">
            <summary>
            Returns the sum of the Ascension progress of every character the player has.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.GetRevealableEpochs">
            <summary>
            <see cref="M:MegaCrit.Sts2.Core.Saves.Managers.ProgressSaveManager.GetRevealableEpochs"/>
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.GetDiscoveredEpochCount">
            <summary>
            Returns the number of Epochs we have that the player has discovered but not yet revealed in the Timeline.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.IncrementUnlock">
            <summary>
            Called whenever the score bar is filled.
            Increments TotalUnlocks and grants an Epoch.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.GetEpochIdForUnlock">
            <summary>
            Look-up function to get an Epoch ID based on the
            player's TotalUnlocks (the score bar system at the end of run).
            Must match <see cref="M:MegaCrit.Sts2.Core.Nodes.Screens.GameOverScreen.NGameOverScreen.GetScoreThreshold(System.Int32)"/>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveManager.IsCompendiumAvailable">
            <summary>
            The player needs to complete any run to access the compendium or be a dev.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.SaveBatchScope">
            <summary>
            Disposable scope returned by <see cref="M:MegaCrit.Sts2.Core.Saves.SaveManager.BeginSaveBatch"/>.
            Calls <see cref="M:MegaCrit.Sts2.Core.Saves.SaveManager.EndSaveBatch"/> on dispose, allowing batch usage with <c>using</c>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveBatchScope.#ctor(MegaCrit.Sts2.Core.Saves.SaveManager)">
            <summary>
            Disposable scope returned by <see cref="M:MegaCrit.Sts2.Core.Saves.SaveManager.BeginSaveBatch"/>.
            Calls <see cref="M:MegaCrit.Sts2.Core.Saves.SaveManager.EndSaveBatch"/> on dispose, allowing batch usage with <c>using</c>.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveUtil.EventOrDeprecated(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Obtains an enchantment by ID, or falls back to the deprecated event if it's not found.
            This should only be used in save loading where it's okay to fall back to deprecated content.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveUtil.AncientEventOrDeprecated(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Obtains an ancient event by ID, or falls back to the deprecated ancient event if it's not found.
            This should only be used in save loading where it's okay to fall back to deprecated content.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveUtil.EncounterOrDeprecated(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Obtains an encounter by ID, or falls back to the deprecated encounter if it's not found.
            This should only be used in save loading where it's okay to fall back to deprecated content.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveUtil.CardOrDeprecated(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Obtains a card by ID, or falls back to the deprecated card if it's not found.
            This should only be used in save loading where it's okay to fall back to deprecated content.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveUtil.RelicOrDeprecated(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Obtains a relic by ID, or falls back to the deprecated relic if it's not found.
            This should only be used in save loading where it's okay to fall back to deprecated content.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveUtil.PotionOrDeprecated(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Obtains a potion by ID, or falls back to the deprecated potion if it's not found.
            This should only be used in save loading where it's okay to fall back to deprecated content.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveUtil.ModifierOrDeprecated(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Obtains a modifier by ID, or falls back to the deprecated modifier if it's not found.
            This should only be used in save loading where it's okay to fall back to deprecated content.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveUtil.EnchantmentOrDeprecated(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Obtains an enchantment by ID, or falls back to the deprecated enchantment if it's not found.
            This should only be used in save loading where it's okay to fall back to deprecated content.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveUtil.MonsterOrDeprecated(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Obtains a monster by ID, or falls back to the deprecated monster if it's not found.
            This should only be used in save loading where it's okay to fall back to deprecated content.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveUtil.CharacterOrDeprecated(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Obtains a character by ID, or falls back to the deprecated character if it's not found.
            This should only be used in save loading where it's okay to fall back to deprecated content.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SaveUtil.ActOrDeprecated(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Obtains a act by ID, or falls back to the deprecated act if it's not found.
            This should only be used in save loading where it's okay to fall back to deprecated content.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.SerializableEpoch">
            <summary>
            Holds progress data on a per Epoch basis.
            If a SerializableEpoch is NOT in the list of epochs in SerializableProgress,
            it means the player has not revealed that Epoch's Slot via Timeline Expansion.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.SerializableProgress">
            <summary>
            The player's gameplay progress for Slay the Spire 2.
            This would be considered the most important save file and is synced across devices/platforms.
            There would be a progress.save in each respective profile's folder and contains data such as:
            - Total wins, losses, playtime, and progress per character
            - Which cards/relics/potions/etc have been seen or unlocked
            - Which enemies/elites/bosses have been encountered and defeated
            - Character data
            - Timeline and Unlock progress (meta progression)
            - Unlocked achievements
            - Which FTUEs this player has seen
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.SerializableProgress.SchemaVersion">
            <summary>
            The schema version of this save.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.SerializableProgress.EncounterStats">
            <summary>
            Tracks how often each character has encountered, won, and lost against each Encounter.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.SerializableProgress.EnemyStats">
            <summary>
            Tracks how often each character has encountered, won, and lost against each Enemy Creature.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.SerializableProgress.AncientStats">
            <summary>
            Tracks how often each character has encountered, won, and lost after encountering each ancient.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.SerializableProgress.TotalUnlocks">
            <summary>
            The amount of agnostic unlocks via score system this player has unlocked.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.SerializableProgress.CurrentScore">
            <summary>
            How much score this player has (is not cumulative).
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.SerializableProgress.PreferredMultiplayerAscension">
            <summary> Which multiplayer ascension we had selected the last time we started a multiplayer run. </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.SerializableProgress.MaxMultiplayerAscension">
            <summary>
            The maximum unlocked ascension in multiplayer.
            In singleplayer runs, we use character stats. In multiplayer runs, all characters share an ascension.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.SerializableProgress.PendingCharacterUnlock">
            <summary>
            Characters that have been unlocked between the last run and the next time the player opens the character
            select screen.
            Used to show an animation on the character select screen.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SerializableProgress.GetStatsForCharacter(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Get the stats for the specified character.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.SerializableProgress.GetStatsForAncient(MegaCrit.Sts2.Core.Models.ModelId)">
            <summary>
            Get the stats for the specified ancient.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.SerializableRun.SchemaVersion">
            <summary>
            The schema version of this save.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.SerializableRun.DailyTime">
            <summary>
            This is null if the run is not a daily.
            Otherwise, it contains the date from the time server of the daily.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.SerializableRun.VisitedMapCoords">
            <summary>
            The map coordinates you've visited in the current Act.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.SerializableRun.SaveTime">
            <summary>
            When this save was created or last updated.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.SerializableRun.RunTime">
            <summary>
            The amount of seconds that has elapsed for this run.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.SerializableRun.WinTime">
            <summary>
            The exact moment when a Win was clocked on the RunTime. (Currently when you beat the Act 3 boss)
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.SerializableRun.FloorReached">
            <summary>
            The furthest floor count reached during this run.
            Used when uploading the "floor" value when uploading to the daily leaderboards.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.SerializableUnlockedAchievement">
            <summary>
            Records an achievement unlock in the SerializableProgress file.
            Stores the achievement identifier as a raw string at the wire format boundary.
            Enum resolution happens in <see cref="M:MegaCrit.Sts2.Core.Saves.ProgressState.ParseAchievements(System.Collections.Generic.List{MegaCrit.Sts2.Core.Saves.SerializableUnlockedAchievement},System.Collections.Generic.Dictionary{MegaCrit.Sts2.Core.Achievements.Achievement,System.Int64},System.Collections.Generic.List{MegaCrit.Sts2.Core.Saves.SerializableUnlockedAchievement},MegaCrit.Sts2.Core.Saves.Validation.DeserializationContext)"/>.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.SettingsSave">
            <summary>
            This class serves as a schema for the Settings save file.
            It's used for serializing and deserializing data in the options screen.
            This file is stored at the account level, not the profile level, and is NOT to be synced across devices/platforms.
            See <see cref="T:MegaCrit.Sts2.Core.Saves.PrefsSave"/> for the profile-level options displayed in the options screen.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.SettingsSave.SchemaVersion">
            <summary>
            The schema version of this save.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Test.MockCloudGodotFileIo">
            <summary>
            A minimalist mock implementation of ICloudSaveStore for testing.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo">
            <summary>
            A minimalist mock implementation of ISaveStore for testing.
            Instead of relying on actual file system operations like the original implementation,
            this mock keeps everything in memory and tracks method calls for verification.
            This approach:
            1. Avoids duplicating the real implementation's logic
            2. Makes tests more predictable by not hitting the actual file system
            3. Allows verifying interactions through the Calls collection
            4. Provides customization points only where needed for specific tests
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo.Methods">
            <summary>
            Constants for method names to use when tracking or comparing method calls
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo._files">
            <summary>
            In-memory storage of file contents, with path as the key and content as the value
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo._directories">
            <summary>
            In-memory representation of directory structure
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo.Calls">
            <summary>
            Tracks all method calls for verification in tests
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo.RenameFileAction">
            <summary>
            Custom callback for RenameFile operation to allow tests to intercept and verify behavior
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo._saveDir">
            <summary>
            Base directory for GetFullPath operations
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo.#ctor(System.String)">
            <summary>
            Creates a new instance of the mock save store with the specified base directory
            </summary>
            <param name="saveDir">The base directory for file operations</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo.GetFullPath(System.String)">
            <summary>
            Gets the full path for a filename relative to the base directory
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo.SetFileContent(System.String,System.String)">
            <summary>
            Directly sets the content of a file in the virtual file system without going through WriteFile.
            Used to simulate corrupt files (e.g. empty content from zeroed-out saves).
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo.ReadFile(System.String)">
            <summary>
            Reads a file from the virtual file system
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo.WriteFile(System.String,System.String)">
            <summary>
            Writes a file to the virtual file system
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo.WriteFile(System.String,System.Byte[])">
            <summary>
            Writes a file to the virtual file system
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo.WriteFileAsync(System.String,System.String)">
            <summary>
            Asynchronously writes a file to the virtual file system
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo.WriteFileAsync(System.String,System.Byte[])">
            <summary>
            Asynchronously writes a file to the virtual file system
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo.FileExists(System.String)">
            <summary>
            Checks if a file exists in the virtual file system
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo.DirectoryExists(System.String)">
            <summary>
            Checks if a directory exists in the virtual file system
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo.DeleteFile(System.String)">
            <summary>
            Deletes a file from the virtual file system
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo.RenameFile(System.String,System.String)">
            <summary>
            Renames a file in the virtual file system.
            If RenameFileAction is set, it will be called instead of performing the default behavior.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo.GetFilesInDirectory(System.String)">
            <summary>
            Gets all files in a directory from the virtual file system
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo.GetDirectoriesInDirectory(System.String)">
            <summary>
            Gets all directories in a directory from the virtual file system
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo.CreateDirectory(System.String)">
            <summary>
            Creates a directory in the virtual file system
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo.DeleteDirectory(System.String)">
            <summary>
            Deletes a directory and any remaining contents from the virtual file system.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Test.MockGodotFileIo.DeleteTemporaryFiles(System.String)">
            <summary>
            Deletes temporary files (ending with .tmp) from a directory in the virtual file system
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Validation.DeserializationContext">
            <summary>
            Collects validation errors during save deserialization.
            Threaded through FromSerializable methods to accumulate structured errors with path tracking.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Validation.DeserializationContext.PushPath(System.String)">
            <summary>
            Pushes a path segment onto the stack (e.g. "Players[0]", "Deck[3]", "Id").
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Validation.DeserializationContext.PopPath">
            <summary>
            Pops the most recent path segment from the stack.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Validation.DeserializationContext.Warn(System.String)">
            <summary>
            Records a warning at the current path. Warnings indicate degraded data but the save is still loadable.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Validation.DeserializationContext.Fatal(System.String)">
            <summary>
            Records a fatal error at the current path. Fatal errors mean the save cannot be loaded.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Validation.DeserializationContext.Errors">
            <summary>
            All validation errors collected so far, in insertion order.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Validation.DeserializationContext.HasFatal">
            <summary>
            Whether any fatal errors have been recorded.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Validation.DeserializationContext.WarningCount">
            <summary>
            Number of warning-severity errors.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Validation.DeserializationContext.FatalCount">
            <summary>
            Number of fatal-severity errors.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Validation.ValidationSeverity">
            <summary>
            Severity levels for save validation errors.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.Validation.ValidationSeverity.Warning">
            <summary>
            The save loaded but data was degraded (e.g. deprecated content replaced with fallback).
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Saves.Validation.ValidationSeverity.Fatal">
            <summary>
            The save cannot be loaded due to invalid or missing data.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Saves.Validation.ValidationError">
            <summary>
            A single validation error found during save deserialization.
            </summary>
            <param name="Severity">Whether this error is fatal or a warning</param>
            <param name="Path">Dot-separated field path where the error occurred (e.g. "Players[0].Deck[3].Id")</param>
            <param name="Message">Human-readable description of the error</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Saves.Validation.ValidationError.#ctor(MegaCrit.Sts2.Core.Saves.Validation.ValidationSeverity,System.String,System.String)">
            <summary>
            A single validation error found during save deserialization.
            </summary>
            <param name="Severity">Whether this error is fatal or a warning</param>
            <param name="Path">Dot-separated field path where the error occurred (e.g. "Players[0].Deck[3].Id")</param>
            <param name="Message">Human-readable description of the error</param>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Validation.ValidationError.Severity">
            <summary>Whether this error is fatal or a warning</summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Validation.ValidationError.Path">
            <summary>Dot-separated field path where the error occurred (e.g. "Players[0].Deck[3].Id")</summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Validation.ValidationError.Message">
            <summary>Human-readable description of the error</summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Saves.Validation.ValidationError.IsFatal">
            <summary>
            Whether this error is fatal (the save cannot be loaded).
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Settings.AspectRatioSetting">
            <summary>
            Enum for various available aspect ratio settings
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Settings.FastModeType">
            <summary>
            Enum used for changing how fast the game runs.
            This is NOT a multiplier-based speed setting.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Settings.VSyncType">
            <summary>
            Enum used for changing VSync settings
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.TestSupport.ICardSelector">
            <summary>
            Interface for automated card selection, used by both test mode and AutoSlay.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.TestSupport.ICardSelector.GetSelectedCards(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.CardModel},System.Int32,System.Int32)">
            <summary>
            Selects cards from the available options.
            </summary>
            <param name="options">Cards available for selection.</param>
            <param name="minSelect">Minimum number of cards to select.</param>
            <param name="maxSelect">Maximum number of cards to select.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.TestSupport.ICardSelector.GetSelectedCardReward(System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.Cards.CardCreationResult},System.Collections.Generic.IReadOnlyList{MegaCrit.Sts2.Core.Entities.CardRewardAlternatives.CardRewardAlternative})">
            <summary>
            Selects a card reward from the available options.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.TestSupport.TestMode.IsOn">
            <summary>
            Whether the game is running in test mode.
            True when we're running unit tests, true when we're running the normal game.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.TestSupport.TestMode.IsOff">
            <summary>
            Whether the game iS NOT running in test mode.
            True when we're running the normal game, false when we're running unit tests.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.TestSupport.TestMode.TurnOnInternal">
            <summary>
            NEVER CALL THIS. Only calls should be in NetCoreRunner and CiCoreRunner.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.TestSupport.TestRngInjector.SetCombatCardGenerationOverride(System.Collections.Generic.List{MegaCrit.Sts2.Core.Models.CardModel})">
            <summary>
            Force specific cards to show up for CardFactory.GetDistinctForCombat.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.TestSupport.TestRngInjector.ConsumeCombatCardGenerationOverride">
            <summary>
            Consume the combat cards generation override and clear it out.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.TestSupport.TestRngInjector.SetInitialShuffleOverride(System.Action{System.Collections.Generic.List{MegaCrit.Sts2.Core.Models.CardModel}})">
            <summary>
            Force a specific order for the initial shuffle.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.TestSupport.TestRngInjector.ConsumeInitialShuffleOverride">
            <summary>
            Consume the initial shuffle override and clear it out.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.EpochModel">
            <summary>
            An abstract class which contains data for a single Epoch.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Timeline.EpochModel.EpochIds">
            <summary>
            List of all valid epochs currently in the game
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Timeline.EpochModel.Title">
            <summary>
            Not used as of this time except for the header of the hovertip when peeking at the unlock requirement.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Timeline.EpochModel.Description">
            <summary>
            The fancy lore text.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Timeline.EpochModel.UnlockInfo">
            <summary>
            The text shown in the hovertip when you hover this Epoch while it's not yet obtained.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Timeline.EpochModel.UnlockText">
            <summary>
            The text which shows up at the bottom of the Epoch Inspect Screen, describing what had been unlocked.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Timeline.EpochModel.EraPosition">
            <summary>
            The "row" which this Era supposedly resides in. 0 is the bottom, 4 is the top!
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Timeline.EpochModel.ChapterIndex">
            <summary>
            Grabs the index of a given Epoch. If invalid, returns -1
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Timeline.EpochModel.GetTimelineExpansion">
            <summary>
            Returns the list of epochs whose slots are revealed when this epoch is revealed on the timeline.
            Used by <see cref="M:MegaCrit.Sts2.Core.Timeline.EpochModel.QueueTimelineExpansion(MegaCrit.Sts2.Core.Timeline.EpochModel[])"/> at runtime and by save validation to detect missing slots.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Timeline.EpochModel.QueueUnlocks">
            <summary>
            WARN: Currently, every Epoch MUST unlock something. Whether it be information, cards, relics, etc.
            Without an unlock, if the player slots 2 Epochs at once, the game will function incorrectly.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Timeline.EpochModel.GetId``1">
            <summary>
            Static method to get the Id for a given type
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Timeline.EpochModel.GetColoredCardName(MegaCrit.Sts2.Core.Models.CardModel)">
            <summary>
            Little helper method for coloring the text.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Timeline.EpochModel.GetColoredRelicName(MegaCrit.Sts2.Core.Models.RelicModel)">
            <summary>
            Little helper method for coloring the text.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Timeline.EpochModel.GetColoredPotionName(MegaCrit.Sts2.Core.Models.PotionModel)">
            <summary>
            Little helper method for coloring the text.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Act3BEpoch">
            <summary>
            Elsewhere: Placeholder
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Colorless1Epoch">
            <summary>
            Preon: A void of nothingness.
            But then, the world comes into existence!
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Colorless2Epoch">
            <summary>
            The Architect: Too many Beasts of Imagination begin to populate Preon and things aren’t simple and fun anymore.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Colorless3Epoch">
            <summary>
            Traitors: One of the many Ancients, Neow, grows jealous of the awe-inspiring will of the Architect.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Colorless4Epoch">
            <summary>
            Slumber
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Colorless5Epoch">
            <summary>
            Buy Something!
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.CustomAndSeedsEpoch">
            <summary>
            Seeds: Enamored by the growth and stability of flora and fauna.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.DailyRunEpoch">
            <summary>
            The Daily
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.DarvEpoch">
            <summary>
            Darv
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Defect1Epoch">
            <summary>
            Booting Up
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Defect2Epoch">
            <summary>
            Tricked
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Defect3Epoch">
            <summary>
            Hello! Hello!
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Defect4Epoch">
            <summary>
            Resolving Bugs
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Defect5Epoch">
            <summary>
            Confrontation
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Defect6Epoch">
            <summary>
            Laser Beams
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Defect7Epoch">
            <summary>
            Ooh Shiny!
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Event1Epoch">
            <summary>
            Cultists
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Event2Epoch">
            <summary>
            The Finest
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Event3Epoch">
            <summary>
            The Spire
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Ironclad2Epoch">
            <summary>
            The Ironclad
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Ironclad3Epoch">
            <summary>
            Devastation
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Ironclad4Epoch">
            <summary>
            The Pact
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Ironclad5Epoch">
            <summary>
            Ablaze
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Ironclad6Epoch">
            <summary>
            Snuffed
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Ironclad7Epoch">
            <summary>
            My Face
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Necrobinder1Epoch">
            <summary>
            Life and Death
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Necrobinder2Epoch">
            <summary>
            Expeditionists
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Necrobinder3Epoch">
            <summary>
            Futility
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Necrobinder4Epoch">
            <summary>
            Spireborn
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Necrobinder5Epoch">
            <summary>
            The Giant
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Necrobinder6Epoch">
            <summary>
            Annihilation
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Necrobinder7Epoch">
            <summary>
            To Kill
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.NeowEpoch">
            <summary>
            Neow
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.OrobasEpoch">
            <summary>
            Orobas
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Potion1Epoch">
            <summary>
            Open
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Potion2Epoch">
            <summary>
            The Calm
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Regent1Epoch">
            <summary>
            Anomalous Planet
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Regent2Epoch">
            <summary>
            I Arrive
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Regent3Epoch">
            <summary>
            We Need a Hero!
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Regent4Epoch">
            <summary>
            Grand Strategy
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Regent5Epoch">
            <summary>
            Friends
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Regent6Epoch">
            <summary>
            Discontent
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Regent7Epoch">
            <summary>
            Little King
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Relic1Epoch">
            <summary>
            Scribbles: On this quiet planet, Beasts of Imagination begin to dot the world.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Relic2Epoch">
            <summary>
            Ancients: The Ancient Trees are not all the same. Each individual tree is shaped by its surroundings.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Relic3Epoch">
            <summary>
            Civilization
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Relic4Epoch">
            <summary>
            Consequences
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Relic5Epoch">
            <summary>
            Insects
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Silent1Epoch">
            <summary>
            Dance of Death
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Silent2Epoch">
            <summary>
            Bigger Prey
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Silent3Epoch">
            <summary>
            Ill
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Silent4Epoch">
            <summary>
            Trophies
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Silent5Epoch">
            <summary>
            Poisoner
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Silent6Epoch">
            <summary>
            Bigger Prey: The other sisters judge the fourth one in silence...
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.Silent7Epoch">
            <summary>
            Soup
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.Epochs.UnderdocksEpoch">
            <summary>
            Underdocks
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Timeline.StoryModel.PrevChapter(MegaCrit.Sts2.Core.Timeline.EpochModel)">
            <summary>
            Given an Epoch, identifies the story and grabs the previous chapter if possible.
            Returns null if out of bounds or if there's no previous chapter.
            Will skip over chapters you haven't revealed.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Timeline.StoryModel.NextChapter(MegaCrit.Sts2.Core.Timeline.EpochModel)">
            <summary>
            Grabs the next chapter in the provided Epoch's story.
            Returns null if out of bounds or if there's not a next chapter.
            Will skip over unrevealed chapters in a story.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.TimelineInfoDumper.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Timeline.TimelineInfoDumper.MethodName.Dump">
            <summary>
            Cached name for the 'Dump' method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Timeline.TimelineInfoDumper.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Timeline.TimelineInfoDumper.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Timeline.TimelineInfoDumper.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.TimelineInfoDumper.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Timeline.TimelineInfoDumper.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Timeline.TimelineInfoDumper.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Timeline.TimelineInfoDumper.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.Unlocks.UnlockState">
             <summary>
             Represents the state of unlocked content for a given player.
             The local player can encapsulate this state in their progress save. The real place this class is useful is in
             multiplayer scenarios, where different players have different unlock states.
            
             This is used in three places:
              - In the <see cref="T:MegaCrit.Sts2.Core.Entities.Players.Player"/> class, to query a specific player's unlock state (e.g. for rewards or Attack potion generation)
              - In the <see cref="T:MegaCrit.Sts2.Core.Runs.RunState"/> class, to query the superset of all players' unlock states (e.g. for ancient generation)
              - In the <see cref="T:MegaCrit.Sts2.Core.Saves.SaveManager"/> class, to query the local player's unlock state outside of a run (e.g. in the compendium)
            
             For multiplayer, keep in mind which one is appropriate to use at a given time. Using the third when one of the first
             two should be used will result in a state divergence.
            
             In singleplayer, the first two are equivalent, but you should still consider when using the third is appropriate.
             If you use the third during a run, epochs unlocked between a save and a load may be inappropriately included in the
             run.
             </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Unlocks.UnlockState._unlockedEpochIds">
            <summary>
            The total set of epochs revealed.
            If this is the shared unlock set, this is the superset of all epochs from all players.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.Unlocks.UnlockState._encountersSeen">
            <summary>
            The encounter IDs this player has seen (lost or won).
            If this is the shared unlock set, this is the superset of all encounters seen by all players.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Unlocks.UnlockState.NumberOfRuns">
            <summary>
            Ths number of runs the player has done.
            If this is the shared unlock set, this is the **maximum** number of runs among all players.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Unlocks.UnlockState.Characters">
            <summary>
            Returns the all the characters that the player has unlocked.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Unlocks.UnlockState.SharedAncients">
            <summary>
            Get all the ancients in the game that don't belong to a specific act and that the player has unlocked.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Unlocks.UnlockState.Relics">
            <summary>
            Get all the relics in the game that the player has unlocked.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Unlocks.UnlockState.Potions">
            <summary>
            Get all the relics in the game that the player has unlocked.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Unlocks.UnlockState.HasSeenEncounter(MegaCrit.Sts2.Core.Models.EncounterModel)">
            <summary>
            Returns true if the player has seen this encounter (won or lost).
            If this is the multiplayer unlock state, returns true if any player has seen the encounter.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Unlocks.UnlockState.CharacterCardPools">
            <summary>
            Get all the card pools in the game that belong to specific characters and that the player has unlocked.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Unlocks.UnlockState.Cards">
            <summary>
            Get all the cards in the game that the player has unlocked.
            Be careful using this, it includes cards that you shouldn't be able to randomly roll for rewards.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.Core.Unlocks.UnlockState.CardPools">
            <summary>
            Get all the card pools in the game that the player has unlocked.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Unlocks.UnlockState.#ctor(System.Collections.Generic.IEnumerable{System.String},System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Models.ModelId},System.Int32)">
            <summary>
            Injection constructor.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Unlocks.UnlockState.#ctor(MegaCrit.Sts2.Core.Saves.ProgressState)">
            <summary>
            Produces an unlock state from a progress state. Only use this to derive an unlock state for the local player.
            </summary>
            <param name="progress">The progress state to derive the unlock state from.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Unlocks.UnlockState.#ctor(System.Collections.Generic.IEnumerable{MegaCrit.Sts2.Core.Unlocks.UnlockState})">
            <summary>
            Produces an unlock state that is the union of all passed unlock states.
            In essence: In a multiplayer game, if one person has something unlocked, it will be unlocked for everyone in the
            multiplayer session.
            </summary>
            <param name="unlockStatesEnumerable">Set of states to merge together.</param>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Unlocks.UnlockState.IsEpochRevealed``1">
            <summary>
            Checks if this player has revealed an epoch on the timeline.
            </summary>
            <typeparam name="T">The type of epoch.</typeparam>
        </member>
        <member name="M:MegaCrit.Sts2.Core.Unlocks.UnlockState.EpochUnlockCount">
            <returns>The amount of epochs the player has unlocked.</returns>
        </member>
        <member name="F:MegaCrit.Sts2.Core.ValueProps.BlockProps.card">
            <summary>
            Normal block granted by a card.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.ValueProps.BlockProps.cardUnpowered">
            <summary>
            Unpowered block granted by a card.
            Example: <see cref="T:MegaCrit.Sts2.Core.Models.Cards.Entrench"/> ("Double your Block") should not pick up extra block from <see cref="T:MegaCrit.Sts2.Core.Models.Powers.DexterityPower"/>.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.ValueProps.BlockProps.monsterMove">
            <summary>
            Normal block granted by a monster move.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.ValueProps.BlockProps.nonCardUnpowered">
            <summary>
            Unpowered block granted by a non-card source.
            Example: The <see cref="T:MegaCrit.Sts2.Core.Models.Powers.PlatingPower"/> power ("At the end of your turn, gain X Block") should not pick up extra
            block from <see cref="T:MegaCrit.Sts2.Core.Models.Powers.DexterityPower"/>.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.ValueProps.DamageProps.card">
            <summary>
            Normal damage done by a card.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.ValueProps.DamageProps.cardUnpowered">
            <summary>
            Unpowered damage done by a card.
            Generally used by Curse/Status cards that do damage to the player.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.ValueProps.DamageProps.cardHpLoss">
            <summary>
            HP loss from a card.
            Used by cards that have a "Lose X HP" drawback like Offering.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.ValueProps.DamageProps.monsterMove">
            <summary>
            Normal damage done by a monster move
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.ValueProps.DamageProps.nonCardUnpowered">
            <summary>
            Unpowered damage done by a source other than a card or monster move.
            Most commonly used by damaging powers whose damage should still be blockable, like Thorns.
            </summary>
        </member>
        <member name="F:MegaCrit.Sts2.Core.ValueProps.DamageProps.nonCardHpLoss">
            <summary>
            HP loss from a source other than a card or monster move.
            Most commonly used by damaging powers whose damage should be unblockable, like Poison.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.Core.ValueProps.ValueProp">
            <summary>
            Aka damage type:
              - Unblockable = HP loss like Poison
              - Unpowered = Damage from relics, potions, and powers
              - Move = Attack damage from Attack cards and Enemy creatures attacking
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.Boolean">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.ModelId">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.AncientChoiceInfo">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.CardInfo">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.DailyMods">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.EnchantmentInfo">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.EncounterInfo">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.EventInfo">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.IGameInfo">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.Keywords">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.NeowBonusInfo">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.PotionInfo">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.RelicInfo">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.ListIGameInfo">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.ListString">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.Int32">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.String">
            <summary>
            Defines the source generated JSON serialization contract metadata for a given type.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.Default">
            <summary>
            The default <see cref="T:System.Text.Json.Serialization.JsonSerializerContext"/> associated with a default <see cref="T:System.Text.Json.JsonSerializerOptions"/> instance.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.GeneratedSerializerOptions">
            <summary>
            The source-generated options associated with this context.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.#ctor">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.#ctor(System.Text.Json.JsonSerializerOptions)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.GameInfo.GameInfoUploaderSerializerContext.GetTypeInfo(System.Type)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.GameInfo.NGameInfoUploader.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.Sts2.GameInfo.NGameInfoUploader.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.Sts2.GameInfo.NGameInfoUploader.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.Sts2.GameInfo.NGameInfoUploader.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.Sts2.GameInfo.NGameInfoUploader.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.Objects.AncientChoiceInfo.BotText">
            This is for feedback bot (the discord bot), the text here is what it will display when called.
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.Objects.AncientChoiceInfo.Id">
            The id for the ancient choice
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.Objects.AncientChoiceInfo.Text">
            This is for the metrics system, the text here is what will be displayed in the metrics website screen.
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.Objects.AncientChoiceInfo.Ancient">
            Represents the ancient's id
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.Objects.RelicInfo.BotText">
            This is for feedback bot (the discord bot), the text here is what it will display when called.
        </member>
        <member name="P:MegaCrit.Sts2.GameInfo.Objects.RelicInfo.Text">
            This is for the metrics system, the text here is what will be displayed in the metrics website screen.
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.MethodName.OnRoomEntered">
            <summary>
            Cached name for the 'OnRoomEntered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.MethodName.OnActEntered">
            <summary>
            Cached name for the 'OnActEntered' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.MethodName.RefreshBossIcon">
            <summary>
            Cached name for the 'RefreshBossIcon' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.MethodName.RefreshSecondBossIconColor">
            <summary>
            Cached name for the 'RefreshSecondBossIconColor' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.PropertyName.ShouldOnlyShowSecondBossIcon">
            <summary>
            Cached name for the 'ShouldOnlyShowSecondBossIcon' property.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.PropertyName._bossIcon">
            <summary>
            Cached name for the '_bossIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.PropertyName._bossIconOutline">
            <summary>
            Cached name for the '_bossIconOutline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.PropertyName._secondBossIcon">
            <summary>
            Cached name for the '_secondBossIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.PropertyName._secondBossIconOutline">
            <summary>
            Cached name for the '_secondBossIconOutline' field.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarBossIcon.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarFloorIcon.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarFloorIcon.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarFloorIcon.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarFloorIcon.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarFloorIcon.MethodName.UpdateIcon">
            <summary>
            Cached name for the 'UpdateIcon' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarFloorIcon.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarFloorIcon.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarFloorIcon.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarFloorIcon.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarFloorIcon.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarFloorIcon.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarFloorIcon.PropertyName._floorNumLabel">
            <summary>
            Cached name for the '_floorNumLabel' field.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarFloorIcon.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarFloorIcon.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarFloorIcon.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarFloorIcon.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarFloorIcon.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarFloorIcon.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarGold.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarGold.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarGold.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarGold.MethodName.UpdateGold">
            <summary>
            Cached name for the 'UpdateGold' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarGold.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarGold.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarGold.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarGold.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarGold.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarGold.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarGold.PropertyName._goldLabel">
            <summary>
            Cached name for the '_goldLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarGold.PropertyName._goldPopupLabel">
            <summary>
            Cached name for the '_goldPopupLabel' field.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarGold.PropertyName._currentGold">
            <summary>
            Cached name for the '_currentGold' field.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarGold.PropertyName._additionalGold">
            <summary>
            Cached name for the '_additionalGold' field.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarGold.PropertyName._alreadyRunning">
            <summary>
            Cached name for the '_alreadyRunning' field.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarGold.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarGold.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarGold.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarGold.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarGold.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarGold.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarHp.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarHp.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarHp.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarHp.MethodName.UpdateHealth">
            <summary>
            Cached name for the 'UpdateHealth' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarHp.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarHp.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarHp.MethodName.UpdateHpTween">
            <summary>
            Cached name for the 'UpdateHpTween' method.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarHp.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarHp.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarHp.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarHp.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarHp.PropertyName._hpLabel">
            <summary>
            Cached name for the '_hpLabel' field.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarHp.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarHp.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarHp.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarHp.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarHp.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarHp.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarModifier.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarModifier.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarModifier.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarModifier.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarModifier.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarModifier.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarModifier.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarModifier.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarModifier.PropertyName._icon">
            <summary>
            Cached name for the '_icon' field.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarModifier.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarModifier.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarModifier.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarModifier.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarModifier.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarModifier.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarPortrait.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarPortrait.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarPortrait.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarPortrait.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarPortrait.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarPortraitTip">
            <summary>
            Allows this UI element to be hovered and display character/ascension/achievement info.
            </summary>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarPortraitTip.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarPortraitTip.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarPortraitTip.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarPortraitTip.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarPortraitTip.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarPortraitTip.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarPortraitTip.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarPortraitTip.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarPortraitTip.PropertyName.ShowTip">
            <summary>
            Cached name for the 'ShowTip' property.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarPortraitTip.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarPortraitTip.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarPortraitTip.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarPortraitTip.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarPortraitTip.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarPortraitTip.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.DebugSetMapPointTypeOverride(MegaCrit.Sts2.Core.Map.MapPointType)">
            <summary>
            Override the map point type for debugging purposes.
            </summary>
            <param name="mapPointType">MapPointType to use instead of the real one.</param>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.DebugClearMapPointTypeOverride">
            <summary>
            Clear the map point type override.
            </summary>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.MethodName._EnterTree">
            <summary>
            Cached name for the '_EnterTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.MethodName._ExitTree">
            <summary>
            Cached name for the '_ExitTree' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.MethodName.DebugSetMapPointTypeOverride">
            <summary>
            Cached name for the 'DebugSetMapPointTypeOverride' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.MethodName.DebugClearMapPointTypeOverride">
            <summary>
            Cached name for the 'DebugClearMapPointTypeOverride' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.MethodName.OnFocus">
            <summary>
            Cached name for the 'OnFocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.MethodName.GetHoverTipPrefixForRoomType">
            <summary>
            Cached name for the 'GetHoverTipPrefixForRoomType' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.MethodName.GetHoverTipPrefixForUnknownRoomType">
            <summary>
            Cached name for the 'GetHoverTipPrefixForUnknownRoomType' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.MethodName.OnUnfocus">
            <summary>
            Cached name for the 'OnUnfocus' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.MethodName.UpdateIcon">
            <summary>
            Cached name for the 'UpdateIcon' method.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.MethodName.GetCurrentMapPointType">
            <summary>
            Cached name for the 'GetCurrentMapPointType' method.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.PropertyName._roomIcon">
            <summary>
            Cached name for the '_roomIcon' field.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.PropertyName._roomIconOutline">
            <summary>
            Cached name for the '_roomIconOutline' field.
            </summary>
        </member>
        <member name="F:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.PropertyName._debugMapPointTypeOverride">
            <summary>
            Cached name for the '_debugMapPointTypeOverride' field.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:MegaCrit.sts2.Core.Nodes.TopBar.NTopBarRoomIcon.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:RiderTestRunner.CiCoreRunner.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:RiderTestRunner.CiCoreRunner.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:RiderTestRunner.CiCoreRunner.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:RiderTestRunner.CiCoreRunner.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:RiderTestRunner.CiCoreRunner.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:RiderTestRunner.NetCoreRunner.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:RiderTestRunner.NetCoreRunner.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="M:RiderTestRunner.NetCoreRunner.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:RiderTestRunner.NetCoreRunner.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:RiderTestRunner.NetCoreRunner.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:NSoulNexusVfx.MethodName">
            <summary>
            Cached StringNames for the methods contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:NSoulNexusVfx.MethodName._Ready">
            <summary>
            Cached name for the '_Ready' method.
            </summary>
        </member>
        <member name="F:NSoulNexusVfx.MethodName.OnAnimationEvent">
            <summary>
            Cached name for the 'OnAnimationEvent' method.
            </summary>
        </member>
        <member name="F:NSoulNexusVfx.MethodName.ShowFire">
            <summary>
            Cached name for the 'ShowFire' method.
            </summary>
        </member>
        <member name="F:NSoulNexusVfx.MethodName.StartPath1">
            <summary>
            Cached name for the 'StartPath1' method.
            </summary>
        </member>
        <member name="F:NSoulNexusVfx.MethodName.EndPath1">
            <summary>
            Cached name for the 'EndPath1' method.
            </summary>
        </member>
        <member name="F:NSoulNexusVfx.MethodName.StartPath2">
            <summary>
            Cached name for the 'StartPath2' method.
            </summary>
        </member>
        <member name="F:NSoulNexusVfx.MethodName.EndPath2">
            <summary>
            Cached name for the 'EndPath2' method.
            </summary>
        </member>
        <member name="F:NSoulNexusVfx.MethodName.StartPath3">
            <summary>
            Cached name for the 'StartPath3' method.
            </summary>
        </member>
        <member name="F:NSoulNexusVfx.MethodName.EndPath3">
            <summary>
            Cached name for the 'EndPath3' method.
            </summary>
        </member>
        <member name="M:NSoulNexusVfx.GetGodotMethodList">
            <summary>
            Get the method information for all the methods declared in this class.
            This method is used by Godot to register the available methods in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:NSoulNexusVfx.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.NativeVariantPtrArgs,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:NSoulNexusVfx.HasGodotClassMethod(Godot.NativeInterop.godot_string_name@)">
            <inheritdoc/>
        </member>
        <member name="T:NSoulNexusVfx.PropertyName">
            <summary>
            Cached StringNames for the properties and fields contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="F:NSoulNexusVfx.PropertyName._trail1">
            <summary>
            Cached name for the '_trail1' field.
            </summary>
        </member>
        <member name="F:NSoulNexusVfx.PropertyName._trail2">
            <summary>
            Cached name for the '_trail2' field.
            </summary>
        </member>
        <member name="F:NSoulNexusVfx.PropertyName._trail3">
            <summary>
            Cached name for the '_trail3' field.
            </summary>
        </member>
        <member name="F:NSoulNexusVfx.PropertyName._fireTexture">
            <summary>
            Cached name for the '_fireTexture' field.
            </summary>
        </member>
        <member name="M:NSoulNexusVfx.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:NSoulNexusVfx.GetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name@,Godot.NativeInterop.godot_variant@)">
            <inheritdoc/>
        </member>
        <member name="M:NSoulNexusVfx.GetGodotPropertyList">
            <summary>
            Get the property information for all the properties declared in this class.
            This method is used by Godot to register the available properties in the editor.
            Do not call this method.
            </summary>
        </member>
        <member name="M:NSoulNexusVfx.SaveGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="M:NSoulNexusVfx.RestoreGodotObjectData(Godot.Bridge.GodotSerializationInfo)">
            <inheritdoc/>
        </member>
        <member name="T:NSoulNexusVfx.SignalName">
            <summary>
            Cached StringNames for the signals contained in this class, for fast lookup.
            </summary>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.CamelCaseRegex_0">
            <summary>Custom <see cref="T:System.Text.RegularExpressions.Regex"/>-derived type for the CamelCaseRegex method.</summary>
        </member>
        <member name="F:System.Text.RegularExpressions.Generated.CamelCaseRegex_0.Instance">
            <summary>Cached, thread-safe singleton instance.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.CamelCaseRegex_0.#ctor">
            <summary>Initializes the instance.</summary>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.CamelCaseRegex_0.RunnerFactory">
            <summary>Provides a factory for creating <see cref="T:System.Text.RegularExpressions.RegexRunner"/> instances to be used by methods on <see cref="T:System.Text.RegularExpressions.Regex"/>.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.CamelCaseRegex_0.RunnerFactory.CreateInstance">
            <summary>Creates an instance of a <see cref="T:System.Text.RegularExpressions.RegexRunner"/> used by methods on <see cref="T:System.Text.RegularExpressions.Regex"/>.</summary>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.CamelCaseRegex_0.RunnerFactory.Runner">
            <summary>Provides the runner that contains the custom logic implementing the specified regular expression.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.CamelCaseRegex_0.RunnerFactory.Runner.Scan(System.ReadOnlySpan{System.Char})">
            <summary>Scan the <paramref name="inputSpan"/> starting from base.runtextstart for the next match.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.CamelCaseRegex_0.RunnerFactory.Runner.TryFindNextPossibleStartingPosition(System.ReadOnlySpan{System.Char})">
            <summary>Search <paramref name="inputSpan"/> starting from base.runtextpos for the next location a match could possibly start.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
            <returns>true if a possible match was found; false if no more matches are possible.</returns>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.CamelCaseRegex_0.RunnerFactory.Runner.TryMatchAtCurrentPosition(System.ReadOnlySpan{System.Char})">
            <summary>Determine whether <paramref name="inputSpan"/> at base.runtextpos is a match for the regular expression.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
            <returns>true if the regular expression matches at the current position; otherwise, false.</returns>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.SnakeCaseRegex_1">
            <summary>Custom <see cref="T:System.Text.RegularExpressions.Regex"/>-derived type for the SnakeCaseRegex method.</summary>
        </member>
        <member name="F:System.Text.RegularExpressions.Generated.SnakeCaseRegex_1.Instance">
            <summary>Cached, thread-safe singleton instance.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.SnakeCaseRegex_1.#ctor">
            <summary>Initializes the instance.</summary>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.SnakeCaseRegex_1.RunnerFactory">
            <summary>Provides a factory for creating <see cref="T:System.Text.RegularExpressions.RegexRunner"/> instances to be used by methods on <see cref="T:System.Text.RegularExpressions.Regex"/>.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.SnakeCaseRegex_1.RunnerFactory.CreateInstance">
            <summary>Creates an instance of a <see cref="T:System.Text.RegularExpressions.RegexRunner"/> used by methods on <see cref="T:System.Text.RegularExpressions.Regex"/>.</summary>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.SnakeCaseRegex_1.RunnerFactory.Runner">
            <summary>Provides the runner that contains the custom logic implementing the specified regular expression.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.SnakeCaseRegex_1.RunnerFactory.Runner.Scan(System.ReadOnlySpan{System.Char})">
            <summary>Scan the <paramref name="inputSpan"/> starting from base.runtextstart for the next match.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.SnakeCaseRegex_1.RunnerFactory.Runner.TryFindNextPossibleStartingPosition(System.ReadOnlySpan{System.Char})">
            <summary>Search <paramref name="inputSpan"/> starting from base.runtextpos for the next location a match could possibly start.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
            <returns>true if a possible match was found; false if no more matches are possible.</returns>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.SnakeCaseRegex_1.RunnerFactory.Runner.TryMatchAtCurrentPosition(System.ReadOnlySpan{System.Char})">
            <summary>Determine whether <paramref name="inputSpan"/> at base.runtextpos is a match for the regular expression.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
            <returns>true if the regular expression matches at the current position; otherwise, false.</returns>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.WhitespaceRegex_2">
            <summary>Custom <see cref="T:System.Text.RegularExpressions.Regex"/>-derived type for the WhitespaceRegex method.</summary>
        </member>
        <member name="F:System.Text.RegularExpressions.Generated.WhitespaceRegex_2.Instance">
            <summary>Cached, thread-safe singleton instance.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.WhitespaceRegex_2.#ctor">
            <summary>Initializes the instance.</summary>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.WhitespaceRegex_2.RunnerFactory">
            <summary>Provides a factory for creating <see cref="T:System.Text.RegularExpressions.RegexRunner"/> instances to be used by methods on <see cref="T:System.Text.RegularExpressions.Regex"/>.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.WhitespaceRegex_2.RunnerFactory.CreateInstance">
            <summary>Creates an instance of a <see cref="T:System.Text.RegularExpressions.RegexRunner"/> used by methods on <see cref="T:System.Text.RegularExpressions.Regex"/>.</summary>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.WhitespaceRegex_2.RunnerFactory.Runner">
            <summary>Provides the runner that contains the custom logic implementing the specified regular expression.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.WhitespaceRegex_2.RunnerFactory.Runner.Scan(System.ReadOnlySpan{System.Char})">
            <summary>Scan the <paramref name="inputSpan"/> starting from base.runtextstart for the next match.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.WhitespaceRegex_2.RunnerFactory.Runner.TryFindNextPossibleStartingPosition(System.ReadOnlySpan{System.Char})">
            <summary>Search <paramref name="inputSpan"/> starting from base.runtextpos for the next location a match could possibly start.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
            <returns>true if a possible match was found; false if no more matches are possible.</returns>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.WhitespaceRegex_2.RunnerFactory.Runner.TryMatchAtCurrentPosition(System.ReadOnlySpan{System.Char})">
            <summary>Determine whether <paramref name="inputSpan"/> at base.runtextpos is a match for the regular expression.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
            <returns>true if the regular expression matches at the current position; otherwise, false.</returns>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.SpecialCharRegex_3">
            <summary>Custom <see cref="T:System.Text.RegularExpressions.Regex"/>-derived type for the SpecialCharRegex method.</summary>
        </member>
        <member name="F:System.Text.RegularExpressions.Generated.SpecialCharRegex_3.Instance">
            <summary>Cached, thread-safe singleton instance.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.SpecialCharRegex_3.#ctor">
            <summary>Initializes the instance.</summary>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.SpecialCharRegex_3.RunnerFactory">
            <summary>Provides a factory for creating <see cref="T:System.Text.RegularExpressions.RegexRunner"/> instances to be used by methods on <see cref="T:System.Text.RegularExpressions.Regex"/>.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.SpecialCharRegex_3.RunnerFactory.CreateInstance">
            <summary>Creates an instance of a <see cref="T:System.Text.RegularExpressions.RegexRunner"/> used by methods on <see cref="T:System.Text.RegularExpressions.Regex"/>.</summary>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.SpecialCharRegex_3.RunnerFactory.Runner">
            <summary>Provides the runner that contains the custom logic implementing the specified regular expression.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.SpecialCharRegex_3.RunnerFactory.Runner.Scan(System.ReadOnlySpan{System.Char})">
            <summary>Scan the <paramref name="inputSpan"/> starting from base.runtextstart for the next match.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.SpecialCharRegex_3.RunnerFactory.Runner.TryFindNextPossibleStartingPosition(System.ReadOnlySpan{System.Char})">
            <summary>Search <paramref name="inputSpan"/> starting from base.runtextpos for the next location a match could possibly start.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
            <returns>true if a possible match was found; false if no more matches are possible.</returns>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.SteamIdRegex_4">
            <summary>Custom <see cref="T:System.Text.RegularExpressions.Regex"/>-derived type for the SteamIdRegex method.</summary>
        </member>
        <member name="F:System.Text.RegularExpressions.Generated.SteamIdRegex_4.Instance">
            <summary>Cached, thread-safe singleton instance.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.SteamIdRegex_4.#ctor">
            <summary>Initializes the instance.</summary>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.SteamIdRegex_4.RunnerFactory">
            <summary>Provides a factory for creating <see cref="T:System.Text.RegularExpressions.RegexRunner"/> instances to be used by methods on <see cref="T:System.Text.RegularExpressions.Regex"/>.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.SteamIdRegex_4.RunnerFactory.CreateInstance">
            <summary>Creates an instance of a <see cref="T:System.Text.RegularExpressions.RegexRunner"/> used by methods on <see cref="T:System.Text.RegularExpressions.Regex"/>.</summary>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.SteamIdRegex_4.RunnerFactory.Runner">
            <summary>Provides the runner that contains the custom logic implementing the specified regular expression.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.SteamIdRegex_4.RunnerFactory.Runner.Scan(System.ReadOnlySpan{System.Char})">
            <summary>Scan the <paramref name="inputSpan"/> starting from base.runtextstart for the next match.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.SteamIdRegex_4.RunnerFactory.Runner.TryFindNextPossibleStartingPosition(System.ReadOnlySpan{System.Char})">
            <summary>Search <paramref name="inputSpan"/> starting from base.runtextpos for the next location a match could possibly start.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
            <returns>true if a possible match was found; false if no more matches are possible.</returns>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.SteamIdRegex_4.RunnerFactory.Runner.TryMatchAtCurrentPosition(System.ReadOnlySpan{System.Char})">
            <summary>Determine whether <paramref name="inputSpan"/> at base.runtextpos is a match for the regular expression.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
            <returns>true if the regular expression matches at the current position; otherwise, false.</returns>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.NonSpaceWhitespaceCharacters_5">
            <summary>Custom <see cref="T:System.Text.RegularExpressions.Regex"/>-derived type for the NonSpaceWhitespaceCharacters method.</summary>
        </member>
        <member name="F:System.Text.RegularExpressions.Generated.NonSpaceWhitespaceCharacters_5.Instance">
            <summary>Cached, thread-safe singleton instance.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.NonSpaceWhitespaceCharacters_5.#ctor">
            <summary>Initializes the instance.</summary>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.NonSpaceWhitespaceCharacters_5.RunnerFactory">
            <summary>Provides a factory for creating <see cref="T:System.Text.RegularExpressions.RegexRunner"/> instances to be used by methods on <see cref="T:System.Text.RegularExpressions.Regex"/>.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.NonSpaceWhitespaceCharacters_5.RunnerFactory.CreateInstance">
            <summary>Creates an instance of a <see cref="T:System.Text.RegularExpressions.RegexRunner"/> used by methods on <see cref="T:System.Text.RegularExpressions.Regex"/>.</summary>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.NonSpaceWhitespaceCharacters_5.RunnerFactory.Runner">
            <summary>Provides the runner that contains the custom logic implementing the specified regular expression.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.NonSpaceWhitespaceCharacters_5.RunnerFactory.Runner.Scan(System.ReadOnlySpan{System.Char})">
            <summary>Scan the <paramref name="inputSpan"/> starting from base.runtextstart for the next match.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.NonSpaceWhitespaceCharacters_5.RunnerFactory.Runner.TryFindNextPossibleStartingPosition(System.ReadOnlySpan{System.Char})">
            <summary>Search <paramref name="inputSpan"/> starting from base.runtextpos for the next location a match could possibly start.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
            <returns>true if a possible match was found; false if no more matches are possible.</returns>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.ConsecutiveSpaces_6">
            <summary>Custom <see cref="T:System.Text.RegularExpressions.Regex"/>-derived type for the ConsecutiveSpaces method.</summary>
        </member>
        <member name="F:System.Text.RegularExpressions.Generated.ConsecutiveSpaces_6.Instance">
            <summary>Cached, thread-safe singleton instance.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.ConsecutiveSpaces_6.#ctor">
            <summary>Initializes the instance.</summary>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.ConsecutiveSpaces_6.RunnerFactory">
            <summary>Provides a factory for creating <see cref="T:System.Text.RegularExpressions.RegexRunner"/> instances to be used by methods on <see cref="T:System.Text.RegularExpressions.Regex"/>.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.ConsecutiveSpaces_6.RunnerFactory.CreateInstance">
            <summary>Creates an instance of a <see cref="T:System.Text.RegularExpressions.RegexRunner"/> used by methods on <see cref="T:System.Text.RegularExpressions.Regex"/>.</summary>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.ConsecutiveSpaces_6.RunnerFactory.Runner">
            <summary>Provides the runner that contains the custom logic implementing the specified regular expression.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.ConsecutiveSpaces_6.RunnerFactory.Runner.Scan(System.ReadOnlySpan{System.Char})">
            <summary>Scan the <paramref name="inputSpan"/> starting from base.runtextstart for the next match.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.ConsecutiveSpaces_6.RunnerFactory.Runner.TryFindNextPossibleStartingPosition(System.ReadOnlySpan{System.Char})">
            <summary>Search <paramref name="inputSpan"/> starting from base.runtextpos for the next location a match could possibly start.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
            <returns>true if a possible match was found; false if no more matches are possible.</returns>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.ConsecutiveSpaces_6.RunnerFactory.Runner.TryMatchAtCurrentPosition(System.ReadOnlySpan{System.Char})">
            <summary>Determine whether <paramref name="inputSpan"/> at base.runtextpos is a match for the regular expression.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
            <returns>true if the regular expression matches at the current position; otherwise, false.</returns>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.HtmlTags_7">
            <summary>Custom <see cref="T:System.Text.RegularExpressions.Regex"/>-derived type for the HtmlTags method.</summary>
        </member>
        <member name="F:System.Text.RegularExpressions.Generated.HtmlTags_7.Instance">
            <summary>Cached, thread-safe singleton instance.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.HtmlTags_7.#ctor">
            <summary>Initializes the instance.</summary>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.HtmlTags_7.RunnerFactory">
            <summary>Provides a factory for creating <see cref="T:System.Text.RegularExpressions.RegexRunner"/> instances to be used by methods on <see cref="T:System.Text.RegularExpressions.Regex"/>.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.HtmlTags_7.RunnerFactory.CreateInstance">
            <summary>Creates an instance of a <see cref="T:System.Text.RegularExpressions.RegexRunner"/> used by methods on <see cref="T:System.Text.RegularExpressions.Regex"/>.</summary>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.HtmlTags_7.RunnerFactory.Runner">
            <summary>Provides the runner that contains the custom logic implementing the specified regular expression.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.HtmlTags_7.RunnerFactory.Runner.Scan(System.ReadOnlySpan{System.Char})">
            <summary>Scan the <paramref name="inputSpan"/> starting from base.runtextstart for the next match.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.HtmlTags_7.RunnerFactory.Runner.TryFindNextPossibleStartingPosition(System.ReadOnlySpan{System.Char})">
            <summary>Search <paramref name="inputSpan"/> starting from base.runtextpos for the next location a match could possibly start.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
            <returns>true if a possible match was found; false if no more matches are possible.</returns>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.HtmlTags_7.RunnerFactory.Runner.TryMatchAtCurrentPosition(System.ReadOnlySpan{System.Char})">
            <summary>Determine whether <paramref name="inputSpan"/> at base.runtextpos is a match for the regular expression.</summary>
            <param name="inputSpan">The text being scanned by the regular expression.</param>
            <returns>true if the regular expression matches at the current position; otherwise, false.</returns>
        </member>
        <member name="T:System.Text.RegularExpressions.Generated.Utilities">
            <summary>Helper methods used by generated <see cref="T:System.Text.RegularExpressions.Regex"/>-derived implementations.</summary>
        </member>
        <member name="F:System.Text.RegularExpressions.Generated.Utilities.s_defaultTimeout">
            <summary>Default timeout value set in <see cref="T:System.AppContext"/>, or <see cref="F:System.Text.RegularExpressions.Regex.InfiniteMatchTimeout"/> if none was set.</summary>
        </member>
        <member name="F:System.Text.RegularExpressions.Generated.Utilities.s_hasTimeout">
            <summary>Whether <see cref="F:System.Text.RegularExpressions.Generated.Utilities.s_defaultTimeout"/> is non-infinite.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.Utilities.IsBoundary(System.ReadOnlySpan{System.Char},System.Int32)">
            <summary>Determines whether the specified index is a boundary.</summary>
        </member>
        <member name="M:System.Text.RegularExpressions.Generated.Utilities.IsWordChar(System.Char)">
            <summary>Determines whether the character is part of the [\w] set.</summary>
        </member>
        <member name="F:System.Text.RegularExpressions.Generated.Utilities.s_asciiLettersAndDigits">
            <summary>Supports searching for characters in or not in "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz".</summary>
        </member>
        <member name="F:System.Text.RegularExpressions.Generated.Utilities.s_ascii_FF03FEFFFF8700000000">
            <summary>Supports searching for characters in or not in "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ_".</summary>
        </member>
        <member name="F:System.Text.RegularExpressions.Generated.Utilities.s_indexOfString_76561_Ordinal">
            <summary>Supports searching for the string "76561".</summary>
        </member>
        <member name="F:System.Text.RegularExpressions.Generated.Utilities.s_whitespace">
            <summary>Supports searching for characters in or not in "\t\n\v\f\r \u0085             \u2028\u2029  　".</summary>
        </member>
    </members>
</doc>
