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.