- Data\Generic Enum
- UnitActor.SelectionShape
- SpriteOptions.RenderingGroup
- SiteOperation.OrientationType
- BehaviorComponent.BehaviorType
- Unit.CustomHealthBar.HealthBarOptions.Type
- SearchFilter.FilterSortMethod
- SearchFilter.FilterSortOrder
- SearchFilter.Flag
- EffectUnitTarget.Type
- EffectTarget.Type
- DistanceCheckModes
- DistanceExtendModes
- EffectAreaSearch.IncludeFlags
- EffectPersistent.SelectMode
- EffectTargetType.Type
- ValueType
- EffectModifyUnit.ModifyType
- SimpleSearchFilter.FilterSortMethod
- SimpleSearchFilter.FilterSortOrder
- SimpleSearchFilter.Flag
- ActorAction.EaseType
- ThrowMover.OrientationType
- Validator.ValidatorValueType
- UnitComponent.UnitType
- ValidatorExpressions.UnitLocation
Data\Generic Enum
UnitActor.SelectionShape
- SPHERE: The actor will use a sphere shape for hit tests (default)
- CUBE: The actor will use a cube shape for hit tests
SpriteOptions.RenderingGroup
- BACKGROUND: Background sprites are rendered below shadow and other sprites. To make the sprite render below units, put the sprite further away from the camera.
- FOREGROUND: Foreground sprites are rendered above shadow and background sprites. To make the sprite render above units, put the sprite closer to the camera.
- OVERLAY: Overlay sprites are rendered above all other objects except for UI.
SiteOperation.OrientationType
- WORLD_ORIENTATION: Sets the site operation relative to world facing (north is up).
- ACTOR_ORIENTATION: Sets the site operation relative to the actor's facing.
- ACTOR_ORIENTATION_IGNORING_OTHER_SITE_OPERATIONS: Sets the site operation relative to the actor's facing before any other site operations are applied.
- EVENT_ORIENTATION: Makes the actor face the source of the triggering event (supports Unit Weapon Start and Unit Ability Start).
- MOVE_ORIENTATION: Makes the actor's orientation align with its 3D movement vector.
BehaviorComponent.BehaviorType
- DO_NOTHING: The unit has no AI behavior.
- GENERIC_CONTROLLABLE_UNIT: The unit has basic RTS behavior.
- TD_HERO: The unit is a WildSky TD hero.
- TD_HERO_PET: The unit is a WildSky TD hero pet.
- TD_TOWER: The unit is a WildSky TD tower.
- TD_TOWER_TROOP: The unit is a WildSky TD tower troop.
- TD_CREEP: The unit is a WildSky TD creep.
- TD_CREEP_AGGRESSIVE: The unit is a WildSky TD creep that actively searches for targets.
- TD_CREEP_NO_ENGAGE: The unit is a WildSky TD non-aggressive creep.
- TD_JUNGLE_CREEP: The unit is a WildSky TD jungle creep.
- TD_SHIP: The unit is a WildSky TD ship.
- TD_SUMMONED_TROOP: The unit is a WildSky TD summoned troop.
- WANDER: The unit wanders aimlessly.
Unit.CustomHealthBar.HealthBarOptions.Type
- NONE: Shows no custom health bar
- HEALTH: Displays unit health fraction
- MANA: Displays unit mana fraction
SearchFilter.FilterSortMethod
- NONE: Targets are sorted randomly.
- TARGET_PRIORITY: Targets are sorted by target priority.
- REMAINING_PATH_DISTANCE: Targets are sorted by waypoints distance.
- DISTANCE_TO_SEARCH_CENTER: Targets are sorted by proximity to search center.
- HEALTH_VALUE: Targets are sorted by current health.
- HEALTH_MAX: Targets are sorted by total health.
- HEALTH_FRACTION: Targets are sorted by health percentage.
- VITALS: Targets are sorted by current health + shield.
- VITALS_MAX: Targets are sorted by total health + shield.
- VITALS_FRACTION: Targets are sorted by health + shield percentage.
- SHIELD_VALUE: Targets are sorted by current shield value.
- SHIELD_MAX: Targets are sorted by total shield value.
- SHIELD_FRACTION: Targets are sorted by shield percentage.
- ENGAGED: Targets are sorted by engaged state.
- UNIT_COST: Targets are sorted by cost.
- DISTANCE_TO_EFFECT_SOURCE: Targets are sorted by distance to the effect source.
SearchFilter.FilterSortOrder
- LOWEST_FIRST: Values are sorted from lowest to highest.
- HIGHEST_FIRST: Values are sorted from highest to lowest.
SearchFilter.Flag
- ALLOWED: If the target has this type, it is still valid.
- REQUIRED: The target must have this type in order to be valid.
- EXCLUDED: If the target has this type it is invalid, even if it has a required type.
EffectUnitTarget.Type
- NONE:
- TARGET_UNIT: the target unit of the previous effect, weapon, ability, or behavior.
- SOURCE_UNIT: the last unit involved in the effect tree (a previous target, spawned unit, or missile).
- CASTER_UNIT: the first unit involved in the effect tree (typically the unit that used the weapon or ability).
EffectTarget.Type
- NONE:
- TARGET_UNIT:
- TARGET_LOCATION:
- TARGET_UNIT_OR_LOCATION:
- SOURCE_UNIT:
- SOURCE_LOCATION:
- SOURCE_UNIT_OR_LOCATION:
- CASTER_UNIT:
- CASTER_LOCATION:
- CASTER_UNIT_OR_LOCATION:
DistanceCheckModes
- CHECK_CLOSEST_EDGE: Targets are considered to be in-range if the outer edge of their radius is in-range.
- CHECK_CENTER_ONLY: Targets are considered to be in-range if their center position is in-range.
DistanceExtendModes
- NO_EXTEND: The caster's radius is not added to the ability's range.
- INCLUDE_SOURCE_UNIT_RADIUS: The caster's radius is added to the ability's range.
EffectAreaSearch.IncludeFlags
- NORMAL: Use default settings for this unit.
- INCLUDE: This unit will always be included in the search.
- EXCLUDE: This unit will always be excluded in the search.
EffectPersistent.SelectMode
Determines how the periodic duration, effect, or offset is selected.
- SEQUENCE: Values are selected in order from top to bottom.
- RANDOM: Values are selected randomly with no additional rules.
- RANDOM_NO_REPEAT: Values are selected randomly with no sequentially repeating values (if possible).
- RANDOM_SHUFFLE: Values will be put in a random order and then selected in that order.
EffectTargetType.Type
- NONE:
- UNIT:
- LOCATION:
- UNIT_OR_LOCATION:
ValueType
- PERCENTAGE: Use percentage values.
- VALUE: Use a literal value.
EffectModifyUnit.ModifyType
- NONE_MODIFY_TYPE:
- ADD: Add the amount to current amount.
- SET: Set current amount.
SimpleSearchFilter.FilterSortMethod
- NONE: Targets are sorted randomly.
- DISTANCE_TO_SEARCH_CENTER: Targets are sorted by proximity to search center.
- DISTANCE_TO_EFFECT_SOURCE: Targets are sorted by distance to the effect source.
SimpleSearchFilter.FilterSortOrder
- LOWEST_FIRST: Values are sorted from lowest to highest.
- HIGHEST_FIRST: Values are sorted from highest to lowest.
SimpleSearchFilter.Flag
- ALLOWED: If the target has this type, it is still valid.
- REQUIRED: The target must have this type in order to be valid.
- EXCLUDED: If the target has this type it is invalid, even if it has a required type.
ActorAction.EaseType
- LINEAR:
- IN_SINE:
- OUT_SINE:
- IN_OUT_SINE:
- IN_QUAD:
- OUT_QUAD:
- IN_OUT_QUAD:
- IN_CUBIC:
- OUT_CUBIC:
- IN_OUT_CUBIC:
- IN_QUART:
- OUT_QUART:
- IN_OUT_QUART:
- IN_QUINT:
- OUT_QUINT:
- IN_OUT_QUINT:
- IN_EXPO:
- OUT_EXPO:
- IN_OUT_EXPO:
- IN_CIRC:
- OUT_CIRC:
- IN_OUT_CIRC:
- IN_ELASTIC:
- OUT_ELASTIC:
- IN_OUT_ELASTIC:
- IN_BACK:
- OUT_BACK:
- IN_OUT_BACK:
- IN_BOUNCE:
- OUT_BOUNCE:
- IN_OUT_BOUNCE:
- FLASH:
- IN_FLASH:
- OUT_FLASH:
- IN_OUT_FLASH:
ThrowMover.OrientationType
- TARGET_ORIENTATION: Orientation is relative to the direction from launch position to target position ignoring height differences.
- WORLD_ORIENTATION: Orientation is relative to world facing (i.e., north).
Validator.ValidatorValueType
- NONE: Defaults to using absolute value.
- ABSOLUTE: Use a literal value for comparison.
- PERCENTAGE: Use percentage values for comparison (between 0 and 1).
UnitComponent.UnitType
- UNIT: The unit type is unit
- MISSILE: The unit type is missile
- STRUCTURE: The unit type is structure
ValidatorExpressions.UnitLocation
- CASTER_UNIT: The first unit involved in the effect tree (typically the unit that used the weapon or ability).
- SOURCE_UNIT: The last unit involved in the effect tree (a previous target, spawned unit, or missile).
- TARGET_UNIT: The target unit of the previous effect, weapon, ability, or behavior.