AngeliA
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    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

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