Namespace AngeliA
Classes
AfterLateUpdateAttribute
The function will be called after all entity.LateUpdate is called
AfterLayerFrameUpdate_IntLayerAttribute
The function will be called after rendering layer update
AfterLevelRenderedAttribute
The function will be called after world squad render all level blocks for the current frame
AngePath
Utility class for path-related logic in an AngeliA project
AngeSprite
Artwork sprite data for rendering the game
AntiBuffItem<B>
A type of item that prevents a given type of buff from giving to the host
Atlas
Container of sprites inside artwork sheet
AudioCode
Quick setup for an audio ID
AudioData
AutoValidList<T>
A list that automatically remove element inside based on the given function
BasicGlobalItemCombinationAttribute
BasicItemCombinationAttribute
Define an item combination to craft the item.
BeforeBeforeUpdateAttribute
The function will be called before any entity.BeforeUpdate is called
BeforeFirstUpdateAttribute
The function will be called before any entity.FirstUpdate is called
BeforeLateUpdateAttribute
The function will be called before any entity.LateUpdate is called
BeforeLayerFrameUpdate_IntLayerAttribute
The function will be called before rendering layer update
BeforeLevelRenderedAttribute
The function will be called before world squad rendering any level blocks for the current frame
BeforeSavingSlotChangedAttribute
The function will be called before user change the saving slot. Universe.BuiltIn.CurrentSavingSlot is still the old value when this function is called.
BeforeUpdateUpdateAttribute
The function will be called before any entity.Update is called
BlockBuilder
Item that represent a map block inside inventory. Also handles the build block to map logic
BlockColor
Element block that set the color tint of the overlapping level block
BlockColoringSystem
Core system for the level block tint from element
BlockPicker
Item that represent a map tool inside inventory. Also handles the pick block from map logic
BodyCloth
Body cloth of a pose-style character. Include body, shoulder and arms
BodyGadget
Representation of a pose character's extra body part. Always use instance from pool.
BodyGadgetItem
A type of item that holds a body gadget.
BodyPart
Representation of a bodypart for a pose-style character
BodySetAttribute
Treat specified sprites as bodyset for pose-characters
BodySetItem
Represent an item that holds a whole set of bodypart for pose-style characters to apply
Buff
Represent a type of buff
BuffItem
Item that gives the holder a buff
BuffItem<B>
Item that gives the holder a buff
BuiltInSprite
Utility class to get built-in sprites
BuiltInText
Utility class to get built-in text through language system
Bullet
An entity represent bullet from weapons that deal damage to IDamageReceiver
Cell
Rendering cell
CellScreenshotSystem
Core system to take screenshot based on rendering cells and save them into file
CellScreenshotSystem.Screenshot
Data to hold a single screenshot
ChangeSavingSlotTask
Task that change player saving slot. Require UserData as slot index.
CharSprite
Character
General representation of characters in AngeliA games
CharacterAttackness
Behavior class that handles attack logic for character
CharacterAttribute
Attribute for character class
CharacterAttribute.DefaultSelectedPlayerAttribute
Make the character the default selected player
CharacterBuff
Behavior class that handles buff logic for characters
CharacterHealth
Behavior class that handles health logic for character
CharacterMovement
Behavior class that handles movement logic for character
CharacterPose
Complete pose infomation at one moment for a pose-style character
CharacterRenderer
Behaviour class handles rendering of character
CharacterRenderingConfig
CheatCodeAttribute
The function will be called when user perform the given cheat code. Cheat code can be perform like those in NES games.
CheatSystem
Core system to invoke function when user type cheat code during gameplay. Works like NES games. (it does nothing with anti-cheat)
CircuitOperate_Int3UnitPos_IntStamp_Direction5FromAttribute
The function will be called when CircuitSystem triggers the entity that holds this function
CircuitSystem
Core system for triggering specified function of entities on stage/map
Cloth
Cloth for pose-style character (not for equipment items). Get instance with Cloth.TryGetCloth(id, out var result)
ClothItem
Represent an item that holds a cloth for pose-style character to wear. Unlike body armor, cloth do not occupy equipment slot.
ColorGradient
Represent a list of colors that creates smooth transitions between each other
Const
Utility class for constant values
ControlHintUI
Hint for active buttons displays at botton-left corner of the screen during gameplay
Cursor
Core system for set appearance of mouse cursor
Debug
Log debug messages to the console or screen
DefaultDialogueUI
Implementation of the dialogueUI with default settings
DefaultGamepadGamekeyAttribute
Default gamepad binding for the given gamekey
DefaultKeyboardGamekeyAttribute
Default keyboard binding for the given gamekey
DefaultPropellerWing
DefaultWing
DelayTask
Task that do nothing but stay inside the task system. Require UserData as duration in frame
DespawnEntityTask
Task to despawn an exists entity. Require UserData as the target entity.
DialogueTask
Task that run a dialogue UI entity and display conversation
DialogueUI
Entity that shows dialogue content. Driven by the DialogueTask.
Ear
Animal ear body gadget for pose character. (Like cat-girl's ears, not human ears)
Ease
EchoDictionary<TKey, TValue>
EnablePlayerSystemAttribute
Indicates whether the current application uses the player system or not
Entity
General object with logic which can spawn into the stage
EntityAttribute
Attribute for entities
EntityAttribute.CapacityAttribute
Spawn limit count of this entity
EntityAttribute.DontDespawnOutOfRangeAttribute
Do not despawn this entity when it's out of view rect
EntityAttribute.DontDestroyOnZChangedAttribute
This entity do not despawn when player enter another map layer
EntityAttribute.DontDrawBehindAttribute
This entity will not display on the behind layer
EntityAttribute.DontSpawnFromWorld
Do not spawn this entity when it's painted into the map
EntityAttribute.ExcludeInMapEditorAttribute
Do not show this entity inside the palette panel of map editor.
EntityAttribute.LayerAttribute
Which layer should this entity spawn inside.
EntityAttribute.MapEditorGroupAttribute
Which map editor palette group should this entity in
EntityAttribute.RepositionWhenInactiveAttribute
When the entity despawn, reset the position in map. So next time it will be load from the position where it last appeared
EntityAttribute.SpawnWithCheatCodeAttribute
Player can use "Spawn---" to spawn this entity to stage.
EntityAttribute.StageOrderAttribute
The order in which this entity gets updated in it's layer
EntityAttribute.UpdateOutOfRangeAttribute
This entity will update when it's outside view rect
EntityHookTask
Task that keep exists util the target entity inactive. Require UserData as the target entity.
EntityLayerCapacityAttribute
Max entity count for the layer
EntityUI
Entities which spawns into the stage and serves as UI
Equipment
Represent an item that can be equip into a slot for a character
EventAttribute
Attribute for link all static methods with a System.Action. When the action is invoked, all methods get called.
Extension
Extension method for AngeliA projects
Face
Face gadget for pose characters
FadeInTask
Task that fade the screen from black to normal
FadeOutTask
Task that fade the screen from normal to black
FileBrowserUI
Built-in file brower entity for PC only
FontData
Food
Item that represent food
FootCloth
Shoes of a pose-style character
FrameBasedBool
A data that can be override for specified frames
FrameBasedColor
A data that can be override for specified frames
FrameBasedInt
A data that can be override for specified frames
FrameBasedValue
A data that can be override for specified frames
FrameBasedValue<T>
A data that can be override for specified frames
FrameworkUtil
Utility class for the AngeliA framework
GUI
GUI for Game-User-Interface. Handles UI related rendering and interaction logic
GUISkin
GUIStyle
Game
Represent an AngeliA game
GenericDialogUI
Dialog UI entity for general purpose
GenericPopupUI
Popup menu UI for general perpose
GlobalGravityAttribute
The gravity value applys on all rigidbody
GlobalItemCombinationAttribute
Define an item combination to craft the item.
GlobalItemCombinationAttribute<I0>
Define an item combination to craft the item.
GlobalItemCombinationAttribute<I0, I1>
Define an item combination to craft the item.
GlobalItemCombinationAttribute<I0, I1, I2>
Define an item combination to craft the item.
GlobalItemCombinationAttribute<I0, I1, I2, I3>
Define an item combination to craft the item.
GroupAnimationHolder
Display animation from artwork sheet
Hair
Hair gadget for pose styled characters
HandCloth
Gloves for a pose-style character
HandTool
Tool equipment that can be equip in hand slot of a character
HandheldPoseAnimation
Pose animation which override onto a character for holding a handtool
HeadCloth
Hat for a pose-style character
HipCloth
Pants or skirt for a pose-style character. Include hip and legs (no foot)
Horn
Horn body gadget for pose-style character
IgnoreArtworkPixelsAttribute
Current application do not load pixel data from sheet
Input
Frame based core system for user input from keyboard, mouse and gamepad
IntToChars
Get char array that holds the given intager as text content without creating heap pressure
Inventory
Core system to handle storage of items
InventoryPartnerUI
A partner UI display on top of the player menu that display and manage an inventory
Item
Basic unit inside inventory system. ※※⚠ Use global single instance ⚠※※
ItemCombinationAttribute
Define an item combination to craft the item.
ItemCombinationAttribute<I0>
Define an item combination to craft the item.
ItemCombinationAttribute<I0, I1>
Define an item combination to craft the item.
ItemCombinationAttribute<I0, I1, I2>
Define an item combination to craft the item.
ItemCombinationAttribute<I0, I1, I2, I3>
Define an item combination to craft the item.
ItemCombinationParam
ItemDropAttribute
Register item drop for the entity, use ItemSystem.DropItemFor(Entity) to perform the item drop.
ItemDropAttribute<I>
Register item drop for the entity, use ItemSystem.DropItemFor(Entity) to perform the item drop.
ItemHolder
Entity that represent an item on map
ItemSystem
Core system that handles item related logic
Jewelry
A type of equipment that EquipmentType always set to Jewelry
JsonUtil
Utility class for json operation
Language
Core system to handle localization logic
LanguageCode
Quick setup for an language system key
LanguageUtil
Utility class for language system
LightingSystem
Core system that handles dynamic lighting of the stage
MapEditor
Entity for edit the map in run-time
MapEditorToolbarButton
Base class for detect toolbar button logic of the map editor
MenuUI
General class for menu entity ui
MethodTask
Task that invoke the given System.Action. Require the action as UserData.
ModularBodySuit
Body cloth that auto generate from artwork sheet
ModularEar
Ear body gadget that auto generate from artwork sheet
ModularFace
Face body gadget that auto generate from artwork sheet
ModularFootSuit
Shoes that auto generate from artwork sheet
ModularHair
Hair body gadget that auto generate from artwork sheet
ModularHandSuit
Gloves that auto generate from artwork sheet
ModularHeadSuit
Hat that auto generate from artwork sheet
ModularHipSuit
Pants or skirt that auto generate from artwork sheet
ModularHorn
Horn body gadget that auto generate from artwork sheet
ModularTail
Tail body gadget that auto generate from artwork sheet
ModularWing
Wing body gadget that auto generate from artwork sheet
MusicData
NoItemCombinationAttribute
Indicates to the system that this item does not require crafting combination
NonStackableItem
A type of item that do not stack-up inside inventory panel. The MaxStackCount is always 1.
NotificationUI
Display a temporarily notification on top of screen during gameplay
NumberEight
Element for indicate a number on map
NumberFive
Element for indicate a number on map
NumberFour
Element for indicate a number on map
NumberNine
Element for indicate a number on map
NumberOne
Element for indicate a number on map
NumberSeven
Element for indicate a number on map
NumberSix
Element for indicate a number on map
NumberThree
Element for indicate a number on map
NumberTwo
Element for indicate a number on map
NumberZero
Element for indicate a number on map
OnBlockPicked_IntSpriteID_IRectAttribute
The function will be called when a map block has been picked
OnBulletHitEnvironment_BulletAttribute
The function will be called when a bullet hit environment (something not an IDamageReceiver)
OnCameOutOfWater_Rigidbody_EntityAttribute
The function will be called when a rigidbody came out of water
OnCharacterCrash_EntityAttribute
The function will be called when a character crash
OnCharacterFly_EntityAttribute
The function will be called when a character fly
OnCharacterFootStepped_EntityAttribute
The function will be called when a character makes a foot step on running
OnCharacterJump_EntityAttribute
The function will be called when a character jumps
OnCharacterPassOut_EntityAttribute
The function will be called when a character pass out
OnCharacterPound_EntityAttribute
The function will be called when a character ground pound
OnCharacterSleeping_EntityAttribute
The function will be called when a character is sleeping
OnCharacterSlideStepped_EntityAttribute
The function will be called when a character makes a step when sliding
OnCharacterTeleport_EntityAttribute
The function will be called when a character teleport
OnCheatPerformed_StringCodeAttribute
The function will be called when user performed any cheat code. Cheat code can be perform like those in NES games.
OnCircuitWireActived_Int3UnitPosAttribute
The function will be called when CircuitSystem's electric current pass through
OnDealDamage_Damage_IDamageReceiverAttribute
The function will be called when something deal damage to a damage-receiver
OnFallIntoWater_Rigidbody_EntityAttribute
The function will be called when a rigidbody fall into water
OnFileDropped_StringPathAttribute
The function will be called when user drag and drop a file into the application window
OnGameFocusedAttribute
The function will be called when the application window regain focus.
OnGameInitializeAttribute
The function will be called when game initialize.
OnGameInitializeLaterAttribute
The function will be called when game initialize but after all [OnGameInitialize] functions already called
OnGameLostFocusAttribute
The function will be called when the application window lost focus.
OnGameQuittingAttribute
The function will be called before the application actually quit.
OnGameRestartAttribute
The function will be called when game restart.
OnGameTryingToQuitAttribute
The function will be called when player try to quit the game. Return false will stop the application from quiting.
OnGameUpdateAttribute
The function will be called every time game update (60 times per second)
OnGameUpdateLaterAttribute
The function will be called every time game update (60 times per second), but after all [OnGameUpdate] functions already called.
OnGameUpdatePauselessAttribute
The function will be called every time game update (60 times per second), even when the game is paused.
OnItemCollected_Entity_Int2Pos_IntItemID_IntItemCountAttribute
The function will be called when a character collect an item
OnItemDamage_Character_IntItemBefore_IntItemAfterAttribute
The function will be called when an item is damaged into another item
OnItemError_Entity_Int2Pos_IntIconID
The function will be called when something wrong about an item (like when guns out of ammo)
OnItemLost_Character_IntItemIDAttribute
The function will be called when a character lost an item
OnItemUnlocked_IntItemIDAttribute
The function will be called when an item is unlocked by player
OnLanguageChangedAttribute
The function will be called when user change game display language. Language.CurrentLanguage is already set to new value when this function is called.
OnMainSheetReloadAttribute
The function will be called when artwork sheet for rendering loaded from file
OnMapEditorModeChange_ModeAttribute
The function will be called when user change map editor editing mode
OnObjectBreak_IntSpriteID_IRectAttribute
The function will be called when an object break
OnObjectFreeFall_IntSpriteID_Int2Pos_IntRot_BoolFlip_Int2Velocity_IntRotSpeed_IntGravityAttribute
The function will be called when an object start to free fall
OnRemoteSettingChanged_IntID_IntDataAttribute
The function will be called when engine send remote message to rigged game
OnSavingSlotChangedAttribute
The function will be called after user change the saving slot. Universe.BuiltIn.CurrentSavingSlot is the new value when this function is called.
OnTransferArrivedAttribute_IntEntityID_Int3UnitPos_ObjectDataAttribute
The function will be called when message from TransferSystem.StartTransfer() arrived
OnTransferPassAttribute_Int3UnitPos_ObjectDataAttribute
The function will be called when message from TransferSystem.StartTransfer() pass through
OnViewZChangedAttribute
The function will be called when player change the map layer
OnWindowSizeChangedAttribute
The function will be called when user change the size of the application window
OnWorldCreatedBySquad_WorldAttribute
The function will be called when a world instance is created by world squad
OnWorldLoadedBySquad_WorldAttribute
The function will be called when a world instance is loaded by world squad
OnWorldSavedByMapEditor_WorldAttribute
The function will be called when a world instance is saved to file by the world squad
OrderedAttribute
Attribute apply to method and call all of them in given order
Particle
Entity that represent a animated decoration
Physics
Core system that handles physics of AngeliA games. Logic of the system is frame-isolated which means data from prev frame will never effect current frame.
PhysicsLayer
A single physics layer
PhysicsMask
A group of physics layera
Pipe<T>
A linked list that can add/remove from head/tail. No heap pressure.
PixelPerfect
Class that makes rendering cells pixel perfect
PlayerMenuItem<UI>
A type of item that spawns a player partner menu when use
PlayerMenuPartnerUI
Class for customize partner ui for player menu ui
PlayerMenuUI
Menu UI for display player's state, manage equipments and items. Display when player press "select" button once.
PlayerQuickMenuUI
UI menu that display when player hold "select" button during gameplay
PlayerSystem
Core system for user character control logic
PoseAnimation
Procedure animation to animate a pose-style character. ⚠Use global single instance from system pool⚠
PoseAnimation_Animation_TakingDamage
PoseAnimation_Brake
PoseAnimation_Climb
PoseAnimation_Crash
PoseAnimation_Dash
PoseAnimation_Fly
PoseAnimation_GrabSide
PoseAnimation_GrabTop
PoseAnimation_Idle
PoseAnimation_JumpDown
PoseAnimation_JumpUp
PoseAnimation_PassOut
PoseAnimation_Pound
PoseAnimation_Rolling
PoseAnimation_Run
PoseAnimation_Rush
PoseAnimation_Sleep
PoseAnimation_Slide
PoseAnimation_Spin
PoseAnimation_SquatIdle
PoseAnimation_SquatMove
PoseAnimation_SwimIdle
PoseAnimation_SwimMove
PoseAnimation_Walk
PoseCharacterRenderer
PosePerform_Block
PosePerform_Tool
PropGroupAttribute
PropSeparatorAttribute
PropVisibilityAttribute
RenderLayer
Layer for rendering
Renderer
Core system for draw artwork on screen for current frame
RendererLayerCapacityAttribute
Max rendering cell count for the layer
RestartGameTask
Task that restart the game
RigCallingMessage
RigRespondMessage
RigRespondMessage.PlaySoundRequirement
RigRespondMessage.RenderingCellData
RigRespondMessage.RenderingLayerData
RigTransceiver
Rigidbody
Class for the entities which apply general physics by the system
Saving
Data that auto save into player saving data
SavingBool
Boolean data that auto save into player saving data
SavingColor32
Color data that auto save into player saving data
SavingColor32NoAlpha
Color data without alpha value that auto save into player saving data
SavingHotkey
Hotkey data that auto save into player saving data
SavingInt
Intager data that auto save into player saving data
SavingString
String data that auto save into player saving data
SavingSystem
Core system for handle data that auto keeps inside disk.
Saving<T>
Data that auto save into player saving data
SelectPlayerTask
Task that select current player
Sheet
Artwork sheet that holds sprites, sprite groups, atlas and textures data for rendering
SheetCharacterRenderer
Sky
Core system handles background rendering of the game
SoundData
SpawnEntityTask
Task that spawn given entity.
SpriteCode
Quick setup for an artwork sprite
SpriteGroup
A chain of AngeSprites
Stage
Core system that handles entity spawning and despawning logic
SummonAttackness
Behavior class that handles attack logic for summon type character
SwitchItem<TargetItem>
A type of item that switch to another item when use
TagUtil
Utility class for tags
Tail
Tail body gadget for pose-style character
Task
Single unit to hold logic for TaskSystem. ⚠ Use global single instance from TaskSystem.PeekFromPool ⚠
TaskSystem
Core system to handle in-game task that interrupt the gameplay
TeleportTask
Task for handle logic during player teleport
ToolApplicationAttribute
If application with current assembly should be treat as a "tool" rather than "game"
TransferSystem
Core system that transfer object data along the stage
UndoRedo
Universe
Representation of game asset folder
UniverseInfo
Representation of Info.json in universe folder
Util
Utility class of AngeliA
Weapon
A type of handtool that launch a type of bullet when being used
Weapon<B>
A type of handtool that launch a type of bullet when being used
WindowUI
Entity UI that represent a window
Wing
Wing body gadget for pose-style character
World
Instance of a 128x128 map data
WorldSquad
Core system that renders the level/background blocks and load the world data into stage
WorldStream
Data stream that handles map data from file to instance
Structs
AfterimageScope
Draw a continuous tailing cell effect for the objects rendering inside
BlockRule
Checking rules for auto tiling map blocks for a source block
CellZScope
Scope to change rendering cell z value
ClampCellsScope
Scope to clamp rendering cell into given rect position
Color32
Color with byte for data
ColorF
Color with float as data
Damage
Data structure for a single damage performed
DefaultLayerScope
Scope that makes renderer draw into default layer
DynamicClampCellScope
Scope that clamp rendering cells inside given range by changing the size scale of the content
EntityLayer
Layer for entity spawning
EnvironmentShadowScope
Scope that draw shadows for rendering cells inside
FRect
Rectangle with float data
Float2
2D vector with float data values
Float3
3D vector with float data values
Float4
4D vector with float data values
FontScope
Scope that makes labels inside display with given font
GUIBodyColorScope
Scope that change the body color of GUI element inside
GUIColorScope
Scope that change the color of GUI element inside
GUIContentColorScope
Scope that change the content color of GUI element inside
GUIEnableScope
Scope that set enable of GUI elements inside
GUIHorizontalScrollScope
Scope that make GUI elements inside scrolls
GUIInteractableScope
Scope that set interactable of GUI elements inside
GUILabelWidthScope
Scope that set internal label width of GUI elements inside
GUIScrollScope
Scope that make GUI elements inside scrolls
GUISkinScope
Scope that change the skin of the GUI elements inside
GUIVerticalScrollScope
Scope that make GUI elements inside scrolls
GlitchScope
Scope that make element inside looks glitched
Hotkey
Data for a keyboard hotkey configuration
IRect
rectangle with intager data
IgnoreInputScope
Scope that make GUI elements ignore keyboard or mouse input from user
Int2
2D vector with intager data
Int3
3D vector with intager data
Int4
4D vector with intager data
LayerScope
Scope that make rendering cells inside use given render layer
Long4
OrientedSprite
A set of AngeSprite ID that auto handles orientation logic
PhysicsCell
Basic unit of a physics data structure
ReverseCellsScope
Scope that make rendering cells reverse in sorting order
RigCallingMessage.CharRequirementData
RigRespondMessage.DoodleRectData
RigRespondMessage.DoodleWorldData
RigRespondMessage.GizmosLineData
RigRespondMessage.GizmosRectData
RotateCellScope
Scope that make rendering cells rotate
SheetIndexScope
Scope that change sheet index of the rendering cells inside
ShiftCellsScope
Scope that shift position of the rendering cells inside
TechGlitchEffectScope
Scope that make element inside looks glitched in the tech item style
UILayerScope
Scope that make rendering cells inside into UI layer
Interfaces
IActionTarget
Interface that makes the entity react with player action. When player goes nearby, they can press action button to invoke the logic from this entity
IBlockEntity
Interface that makes the entity behave like a block from map. This will make the entity become a block item for ItemSystem.
IBlockSquad
Instance that provide map block data from unit position
IBumpable
Interface that makes the entity can be bump by other (like question mark block in Mario)
ICarrier
Interface that makes entity carry other entities on top
ICircuitOperator
Interface that makes an entity behave like operator in circuit system
ICombustible
This interface makes the entity can be set on fire
IDamageReceiver
Interface that makes entity take damage from other
IFire
Interface that makes the entity behave like fire
IItemTransfer
Interface that mark the entity as can be transfer item through map
IJsonSerializationCallback
Interface that receive callback functions when Serialized with JsonUtil
IMapItem
Marks class as item that can be paint as map editor block
IPlayable
Interface that mark the character as playable character
IProgressiveItem
Interface that makes the item break/repair into other item
IRouteWalker
Interface that makes an entity walks along a given path
IUndoItem
IWindowEntityUI
Interface that indicate the entity is a UI window
IWithCharacterAttackness
Interface that makes the entity contains a instance of character attackness behaviour
IWithCharacterBuff
Interface that makes the entity contains a instance of character buff behaviour
IWithCharacterHealth
Interface that makes the entity contains a instance of character health behaviour
IWithCharacterMovement
Interface that makes the entity contains a instance of character movement behaviour
IWithCharacterRenderer
Interface that makes the entity contains a instance of character rendering behaviour
Enums
Alignment
AntiBuffItem<B>.TriggerMode
How anti buff item been trigger
AtlasState
Internal data used for display folder layout
AtlasType
Type of sprite atlas
BlockType
Type of blocks in map
BodyGadgetType
BodyPart.CoverMode
How cloths is covering the bodypart
CharacterAnimationType
Which type of animation does this character shows
CharacterFaceExpression
Face expression type for pose animation characters
CharacterInventoryType
Which type of inventory does this character have
CharacterMovementState
CharacterState
General game state of a character
ClothType
CompareMode
Direction2
Direction3
Direction4
Direction5
Direction8
EquipmentType
Represent the type of the equipment
FittingPose
GUIState
Gamekey
Keys that generaly used with AngeliA games
GamepadKey
Key on the gamepad
HipCloth.HipClothType
KeyboardKey
Key on the keyboard
OnMapEditorModeChange_ModeAttribute.Mode
OperationMode
What type of cells are included for the operation
ProjectType
Rule
Single checking rule for auto tiling map blocks
SavingLocation
Where should the saving data local inside the disk
Tag
TaskResult
Represent result of the task at current frame
WeaponValidDirection
Which direction can the weapon attack to
WrapMode
How text wrap when reach edge