GenericEnum - BLKTower/TestWiki GitHub Wiki

Table of Contents

Data\Generic Enum {DataDataGeneric-Enum}

UnitActor.SelectionShape {UnitActorSelectionShape}

  • SPHERE:the actor will use a sphere shape for hit tests (default)
  • CUBE:the actor will use a cube shape for hit tests

SiteOperation.OrientationType {SiteOperationOrientationType}

  • 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 {BehaviorComponentBehaviorType}

  • 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_CreepNoEngage: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.

SearchFilter.FilterSortMethod {SearchFilterFilterSortMethod}

  • 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.
  • 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 {SearchFilterFilterSortOrder}

  • LOWEST_FIRST:values are sorted from lowest to highest.
  • HIGHEST_FIRST:values are sorted from highest to lowest.

SearchFilter.Flag {SearchFilterFlag}

  • 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 {EffectUnitTargetType}

  • 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 {EffectTargetType}

  • 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 {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 {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 {EffectAreaSearchIncludeFlags}

  • 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 {EffectPersistentSelectMode}

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 {EffectTargetTypeType}

  • NONE:
  • UNIT:
  • LOCATION:
  • UNIT_OR_LOCATION:

ValueType {ValueType}

  • PERCENTAGE:use percentage values.
  • VALUE:use a literal value.

EffectModifyUnit.ModifyType {EffectModifyUnitModifyType}

  • NONE_MODIFY_TYPE:
  • ADD:Add the amount to current amount.
  • SET:Set current amount.

Validator.ValidatorValueType {ValidatorValidatorValueType}

  • 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 {UnitComponentUnitType}

  • UNIT:the unit type is unit
  • MISSILE:the unit type is missile
  • STRUCTURE:the unit type is structure

ValidatorExpressions.UnitLocation {ValidatorExpressionsUnitLocation}

  • 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.
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