ORK Framework  2.27.1
API Documentation
ORKFramework Namespace Reference

Classes

class  AbilitiesSettings
 
class  Ability
 
class  AbilityAction
 
class  AbilityCombo
 
class  AbilityDevelopment
 
class  AbilityDevelopmentsSettings
 
class  AbilityLeaf
 
class  AbilityLeafShortcut
 
class  AbilityLevel
 
class  AbilityLinkShortcut
 
class  AbilityNotification
 
class  AbilityResearchItem
 
class  AbilitySelection
 
class  AbilityShortcut
 
class  AbilityTree
 
class  AbilityTreesSettings
 
class  AbilityType
 
class  AbilityTypesSettings
 
class  AccessHandler
 
class  ActionAccessHandler
 
class  ActionCombo
 
class  ActionComboRequirement
 
class  ActionComboSettings
 
class  ActionCombosSettings
 
class  ActionComboStageSettings
 
class  ActionCost
 
class  ActionResults
 
class  ActionSelection
 
class  ActionsPerTurnHUD
 
class  ActionsPerTurnSettings
 
class  ActionTimeHUD
 
class  ActionTimeSettings
 
class  ActiveAbility
 
class  ActiveAbilitySelection
 
class  ActiveTimeBattle
 
class  AddContentSorter
 
class  AIBehaviourHUD
 
class  AIBehaviourInventory
 
class  AIBehaviourShortcut
 
class  AIBehaviourSlotSetting
 
class  AIBehavioursSettings
 
class  AIDecisionTime
 
class  AINotification
 
class  AIRulesetHUD
 
class  AIRulesetInventory
 
class  AIRulesetShortcut
 
class  AIRulesetSlotSetting
 
class  AIRulesetsSettings
 
class  AITypesSettings
 
class  AnimationHelper
 
class  AnimationsSettings
 
class  AnimationTypesSettings
 
class  ApplicationPath
 
class  Area
 
class  AreaNotificationLayout
 
class  AreasSettings
 
class  AreaType
 
class  AreaTypesSettings
 
class  Armor
 
class  ArmorInventory
 
class  ArmorsSettings
 
class  ArrayHelper
 
class  AssetBundleAssetSource
 
class  AssetBundleSettings
 
class  AssetLookUp
 
class  AssetSettings
 
class  AssetSource
 
class  AssetSourceCache
 
class  AtkAttrHUD
 
class  AtkAttrStartValue
 
class  AttackAttribute
 
class  AttackAttributeSelection
 
class  AttackAttributeSetting
 
class  AttackAttributesSettings
 
class  AttackSubAttribute
 
class  AttributeBonusDisplay
 
class  AttributeChange
 
class  AttributeHelper
 
class  AttributeTraits
 
class  AttributeValues
 
class  AutoAnimationSetting
 
class  AutoAttack
 
class  AutoEffects
 
class  AutoJoinBattle
 
class  AutoShortcutSlots
 
class  AutoStartBattleSettings
 
class  AutoTargetSettings
 
class  AvailableEquipment
 
class  AxisControl
 
class  BackgroundImage
 
class  BackupSettings
 
class  BarImage
 
class  BarrierStatusValue
 
class  BaseAction
 
class  BaseAssetSource
 
class  BaseAttackSelection
 
class  BaseBattle
 
class  BaseData
 Default XML data serialization implementation. Descend your class from this class if no special XML data serialization is needed. More...
 
class  BaseGridHighlight
 
class  BaseImage
 
class  BaseIndexData
 Default XML data serialization implementation with indexer 'realID'. More...
 
class  BaseLanguageData
 
class  BaseLanguageSettings
 
class  BaseNode
 
class  BaseNotification
 
class  BasePortrait
 
class  BaseSettings
 
class  BaseTypeData
 Default XML data serialization implementation. Descend your class from this class if no special XML data serialization is needed. More...
 
class  Battle
 
class  BattleActionHandler
 
class  BattleAdvantage
 
class  BattleAIsSettings
 
class  BattleAnimation
 
class  BattleAnimationOverride
 
class  BattleAnimationSetting
 
class  BattleBonuses
 
class  BattleCameraSettings
 
class  BattleCombatant
 
class  BattleEndSettings
 
class  BattleGridCellRow
 
class  BattleGridCellType
 
class  BattleGridCellTypeRandom
 
class  BattleGridCellTypeSingle
 
class  BattleGridCellTypesSettings
 
class  BattleGridFormation
 
class  BattleGridFormationLeader
 
class  BattleGridFormationPosition
 
class  BattleGridFormationsSettings
 
class  BattleGridGenerator
 
class  BattleGridHelper
 
class  BattleGridHighlightSettings
 
class  BattleGridSettings
 
class  BattleInfo
 
class  BattleLoot
 
class  BattleMenu
 
class  BattleMenuItem
 
class  BattleMenusSettings
 
class  BattleRangeSetting
 
class  BattleRangeTemplate
 
class  BattleRangeTemplatesSettings
 
class  BattleSettings
 
class  BattleSpot
 
class  BattleSpotsSettings
 
class  BattleStartMoveDetection
 
class  BattleSystemCheck
 
class  BattleSystemSettings
 
class  BattleTargetSettings
 
class  BattleTextsSettings
 
class  BestiaryAttackAttributeSettings
 
class  BestiaryAttribute
 
class  BestiaryChoice
 
class  BestiaryDefenceAttributeIDSettings
 
class  BestiaryDefenceAttributeSettings
 
class  BestiaryEntry
 
class  BestiaryEquipmentSettings
 
class  BestiaryEventChoice
 
class  BestiaryHandler
 
class  BestiaryHUDContent
 
class  BestiaryLearnSetting
 
class  BestiaryNotification
 
class  BestiarySettings
 
class  BestiaryStatus
 
class  BestiaryStatusValueSettings
 
class  BonusDisplay
 
class  BonusSettings
 
class  ButtonPlayerControlSettings
 
class  ButtonSettings
 
class  CallPlugin
 
class  CameraControlSettings
 
class  CameraControlTargetTransition
 
class  CameraPosition
 
class  CameraPositionsSettings
 
class  CamPosRotation
 
class  CastTimeHUD
 
class  CastTimeSettings
 
class  ChanceDisplay
 
class  ChanceHUD
 
class  ChangeGameVariable
 
class  ChangeMemberAction
 
class  CheckGameVariable
 
class  CheckQuestStatus
 
class  CheckQuestTaskStatus
 
class  CheckQuestTypeStatus
 
class  CheckVariableBase
 
class  ChoiceCircleInterpolation
 
class  ChoiceContent
 
class  ChoiceIconSettings
 
class  ChoicePositionSetting
 
class  Class
 
class  ClassChange
 
class  ClassesSettings
 
class  CollectBattleGainsSettings
 
class  CollisionCameraSettings
 
class  ColorSetting
 
class  ColorsSettings
 
class  Combatant
 
class  CombatantAccessHandler
 
class  CombatantConditionalPrefab
 
class  CombatantConsoletHUD
 
class  CombatantDistanceSorter
 
class  CombatantEventSettings
 
class  CombatantExperienceReward
 
class  CombatantGridDistanceSorter
 
class  CombatantGroup
 
class  CombatantGroupMember
 
class  CombatantGroupMemberRequirement
 
class  CombatantGroupsSettings
 
class  CombatantHandler
 
class  CombatantHUDContent
 
class  CombatantHUDWrapper
 
class  CombatantInit
 
class  CombatantLinks
 
class  CombatantMultiHUDInstance
 
class  CombatantNamesDisplay
 
class  CombatantNotification
 
class  CombatantPortraitSet
 
class  CombatantPositionDistanceSorter
 
class  CombatantPrefab
 
class  CombatantPrefabViewPortrait
 
class  CombatantRequirement
 
class  CombatantSelectionsSettings
 
class  CombatantSetting
 
class  CombatantShortcut
 
class  CombatantSingleHUDInstance
 
class  CombatantsSettings
 
class  CombatantStatusValueChangeEvent
 
class  CombatantTriggerCheck
 
class  CombatantType
 
class  CombatantTypesSettings
 
class  ComboInputKey
 
class  ComponentHelper
 
class  ConditionalAffectRange
 
class  ConditionalUseRange
 
class  ConsoleHandler
 
class  ConsoleHUDContent
 
class  ConsoleHUDInstance
 
class  ConsoleLine
 
class  ConsoleRange
 
class  ConsoleSettings
 
class  ConsoleTextActionPreview
 
class  ConsoleTextActionSimple
 
class  ConsoleTextActionSingle
 
class  ConsoleTextAI
 
class  ConsoleTextCombatant
 
class  ConsoleTextCrafting
 
class  ConsoleTextDurability
 
class  ConsoleTextGroupLearning
 
class  ConsoleTextInventory
 
class  ConsoleTextLearning
 
class  ConsoleTextLevelUp
 
class  ConsoleTextResearchItem
 
class  ConsoleTextStatusEffect
 
class  ConsoleTextStatusValue
 
class  ConsoleType
 
class  ConsoleTypesSettings
 
class  ContentButton
 
class  ContentLayout
 
class  ContentQuestionChoice
 
class  ContentSorter
 
class  ControlBehaviour
 
class  ControlHandler
 
class  ControlHUDContent
 
class  ControlHUDInstance
 
class  ControlMap
 
class  ControlMapKey
 
class  ControlMapsSettings
 
class  CoreHUDElement
 
interface  CoreIShortcut
 
class  CorePlugin
 Base plugin class. More...
 
class  CoreSettings
 
class  CraftingInventory
 
class  CraftingNotification
 
class  CraftingRecipe
 
class  CraftingRecipeLayout
 
class  CraftingRecipeShortcut
 
class  CraftingRecipesSettings
 
class  CraftingType
 
class  CraftingTypesSettings
 
class  CubeCoord
 
class  CurrenciesSettings
 
class  Currency
 
class  CursorChange
 
class  CursorInput
 
class  CursorSettings
 
class  CursorTypeSorter
 
class  CustomChoiceCall
 
class  CustomControlSettings
 
class  CustomLootSettings
 
class  CustomLootShortcut
 
class  CustomTextCode
 
class  DamageDealerAction
 
class  DamageDealerActivation
 
class  DamageType
 
class  DamageTypesSettings
 
class  DataHandler
 
class  DataHelper
 
class  DataMoveInformation
 
class  DataObject
 Used to handle data from IBaseData objects for XML serialization. Supported types: More...
 
class  DataSerializer
 Handles XML data serialization of classes using interface.
 
class  DeathAction
 
class  DefAttrHUD
 
class  DefAttrID
 
class  DefAttrStartValue
 
class  DefaultBattleAnimations
 
class  DefaultButtonSettings
 
class  DefenceAttribute
 
class  DefenceAttributeSelection
 
class  DefenceAttributeSetting
 
class  DefenceAttributesSettings
 
class  DefenceSubAttribute
 
class  DefendAction
 
class  DefendShortcut
 
class  DefIDHUD
 
class  DelayTimeHUD
 
class  DeleteSaveFileSetting
 
class  DevelopmentLeaf
 
class  DialogueChoice
 
class  DialogueContent
 
class  DifficultiesSettings
 
class  Difficulty
 
class  DifficultyCheck
 
class  DifficultyFaction
 
class  DistanceHelper
 
class  DragContent
 
class  DragHandler
 
class  DragInfo
 
class  DropInfo
 
class  DummyTurnSorter
 
class  DurabilityNotification
 
class  EditorSettings
 
class  EffectPrefab
 
class  EffectTextHUD
 
class  EmptyContentSimple
 
class  EnumConverter
 
class  EquipAbilityShortcut
 
class  EquipableOn
 
class  EquipGain
 
class  Equipment
 
class  EquipmentAbility
 
class  EquipmentConditionalPrefab
 
class  EquipmentHUD
 
class  EquipmentInventory
 
class  EquipmentLevel
 
class  EquipmentPart
 
class  EquipmentPartChange
 
class  EquipmentPartsSettings
 
class  EquipmentPrefab
 
class  EquipmentPrefabSettings
 
class  EquipPartSlot
 
class  EquipPartWrapperShortcut
 
class  EquipRequirements
 
class  EquipShortcut
 
class  EscapeAction
 
class  EscapeShortcut
 
class  EventStartObject
 
class  ExitChoice
 
class  ExperienceLoot
 
class  ExperienceReward
 
class  FactionBenefit
 
class  FactionBenefitsSettings
 
class  FactionEventSetting
 
class  FactionHandler
 
class  FactionSetting
 
class  FactionsSettings
 
class  FactionSympathy
 
class  FactionSympathySettings
 
class  FactionText
 
class  FactionTextHUD
 
class  FadeColorSettings
 
class  FieldMode
 
class  FileSaveSettings
 
class  FindObjectSetting
 
class  FirstPersonCameraSettings
 
class  FloatFader
 
class  FloatValue
 
class  FlyingTextGroup
 
class  FlyingTextPosition
 
class  FlyingTextPositionIndex
 
class  FlyingTextPositionSettings
 
class  FlyingTextSettings
 
class  FollowCameraSettings
 
class  FormulaCall
 
class  FormulasSettings
 
class  FormulaStatusOrigin
 
class  FormulaType
 
class  FormulaTypesSettings
 
class  GameControlsSettings
 
class  GameHandler
 The game handler is managing data related to a running game, e.g. the player groups, game variables, factions, game time, language, difficulty, ... More...
 
class  GameOverChoice
 
class  GameRunningState
 
class  GameSettings
 
class  GameState
 
class  GameStatistic
 
class  GlobalEventsSettings
 
class  GridCellAreaSettings
 
class  GridCellEvent
 
class  GridCellEventCall
 
class  GridCellEventHandler
 
class  GridCellInfoChoice
 
class  GridCellPrefab
 
class  GridCellSelectionSettings
 
class  GridCellTypeChance
 
class  GridCellTypeCost
 
class  GridCombatantPlacementInfo
 
class  GridCombatantPlacementSettings
 
class  GridDeploymentCell
 
class  GridDistanceSorter
 
class  GridExamineBestiaryChoice
 
class  GridExamineSettings
 
class  GridExamineShortcut
 
class  GridHighlight
 
class  GridLineOfSight
 
class  GridMoveAction
 
class  GridMoveCommandSettings
 
class  GridMoveHeightLimit
 
class  GridMoveRangeHUD
 
class  GridMoveSettings
 
class  GridMoveShortcut
 
class  GridOrientationSelectionSettings
 
class  GridOrientationShortcut
 
class  GridPath
 
class  GridPathFinder
 
class  GridRangeSetting
 
class  GridShapeCell
 
class  GridShapeMask
 
class  GridTargetCellSelectionSettings
 
class  Group
 
class  GroupAbilities
 
class  GroupAccessHandler
 
class  GroupAdvantage
 
class  GroupGridFormation
 
class  GroupGridFormationPosition
 
class  GroupGridFormationSorter
 
class  GroupLeaderSorter
 
class  GroupMemberSelection
 
class  GroupShortcutList
 
class  GroupShortcuts
 
class  GroupShortcutSlot
 
class  GroupSpots
 
class  GUIBox
 
class  GUIBoxButton
 
class  GUIBoxButtons
 
class  GUIBoxContent
 
class  GUIBoxesSettings
 
class  GUIBoxFade
 
class  GUIBoxSetting
 
class  GUIDCollection
 
class  GUIDHelper
 
class  GUIHandler
 
class  GUIHelper
 
class  GUILayersSettings
 
class  GUILayoutBaseAlignment
 
class  GUILayoutRowAlignment
 
class  GUILayoutSelection
 
class  GUILayoutsSettings
 
class  HeaderContent
 
class  HeaderSettings
 
class  HeightDifferenceCheck
 
class  HexagonalGridHelper
 
class  HighlightGameObjectSetting
 
class  HUDClickAction
 
class  HUDCombatantClickAction
 
class  HUDControl
 
class  HUDElement
 
class  HUDInstance
 
class  HUDInteraction
 
class  HUDLayoutSettings
 
class  HUDLevelPoints
 
class  HUDNavigation
 
class  HUDObject
 
class  HUDQuest
 
class  HUDResearchItem
 
class  HUDSetting
 
class  HUDsSettings
 
class  HUDStatus
 
class  HUDText
 
class  HUDToggle
 
class  HUDTooltip
 
class  HUDWrapper
 
interface  IAssetBundleAssetSource
 
interface  IBaseData
 XML data serialization interface. Use this if you want to serialize a class that already has a parent class or need special treatment of XML data serialization. More...
 
interface  ICallCombatantSelection
 
interface  ICastTime
 
interface  IChoice
 
interface  IChoiceDragSort
 
interface  IChoiceDrop
 
interface  IChoiceOpen
 
interface  IChoiceSimple
 
interface  IComponentSaveData
 Interface used for saving/loading component data of a combatant with a save game. Will automatically save the data of components implementing this interface that are attached to a combatant's game object. Please note that only members of the player group are saved, but this can also be used to store data of remembered combatant spawner combatants. More...
 
interface  ICompressionHandler
 
class  IconInfo
 
interface  IContent
 
interface  IContentSimple
 
interface  ICustomTextCodes
 
class  IDCombatantSorter
 
class  IDContentSorter
 
class  IDDataTypeSorter
 
interface  IDragOrigin
 
class  IDSorter
 
interface  IGridHelper
 
interface  IGUID
 
interface  IGUILayoutContent
 
interface  IInventoryExchange
 
interface  IInventoryShortcut
 
interface  ILevelUpCostText
 
interface  ILevelUpSpend
 
class  ImageContent
 
class  ImageFader
 
class  ImagePortrait
 
interface  IMarkNewContent
 
class  InactiveColor
 
class  InfoBoxChoice
 
class  InformationHUDContent
 
class  InputHelper
 
class  InputKey
 
class  InputKeysSettings
 
class  InteractionCheck
 
class  InteractionDistanceSorter
 
class  InteractionHandler
 
class  InteractionHUDContent
 
class  InteractionHUDInstance
 
class  InteractionSettings
 
class  Interpolate
 
class  Inventory
 
class  InventoryAccessHandler
 
class  InventoryAccessSettings
 
class  InventoryCollection
 
class  InventoryFullCast
 
class  InventoryNotification
 
class  InventoryNotificationSettings
 
class  InventorySettings
 
class  InventorySpaceHUD
 
interface  IPortrait
 
interface  IPortraitContent
 
interface  IPreviewable
 
interface  IQuantityCallback
 
interface  IRenameable
 
interface  IReuseTime
 
interface  ISaveData
 Interface used for saving/loading data with a save game. This doesn't automatically save the data - it still has to be included into the save game somewhere (e.g. the GameHandler class). More...
 
interface  ISecurityHandler
 
interface  IShortcut
 
interface  IStatusChanged
 
interface  IStatusValueChangeSource
 
interface  ITabChoice
 
interface  ITargetRange
 
class  Item
 
class  ItemAction
 
class  ItemBoxChoice
 
class  ItemBoxInventory
 
class  ItemCollectionAnimation
 
class  ItemCollectionChoice
 
class  ItemConditionalPrefab
 
class  ItemCost
 
class  ItemGain
 
class  ItemGainSimple
 
class  ItemInventory
 
class  ItemPrefab
 
class  ItemPrefabSettings
 
class  ItemResearchItem
 
class  ItemShortcut
 
class  ItemsSettings
 
class  ItemType
 
class  ItemTypesSettings
 
interface  ITimestamp
 
interface  IUseCostDisplay
 
interface  IValueInputChoice
 
interface  IVariableSource
 
class  JoinBattleAction
 
class  KeyFactionEventSetting
 
class  KeyValuePairKeySorter
 
class  Language
 
class  LanguageContent
 
class  LanguagesSettings
 
class  LatestTurnHUDInstance
 
class  LearnAbility
 
class  LearnAbilitySetting
 
class  LearnAbilityTree
 
class  LearnCost
 
class  LearnStatusValue
 
class  LevelDifferenceFactor
 
class  LevelInitSettings
 
class  LevelUpBonus
 
class  LimitAbility
 
class  LimitItem
 
class  LineGridHighlight
 
class  LoadGameChoice
 
class  LocalSpace
 
class  Log
 
class  LogEntry
 
class  LogHandler
 
class  LogsSettings
 
class  LogText
 
class  LogTextsSettings
 
class  LogType
 
class  LogTypesSettings
 
class  LookAtActionBlock
 
class  LookAtRequirement
 
class  LookAtSettings
 
class  LookCameraSettings
 
class  Loot
 
class  LootSettings
 
class  LootTable
 
class  MainMenuChoice
 
class  MainMenuSettings
 
class  MarkNewContent
 
class  MarkNewContentSettings
 
class  MenuAudioClips
 
class  MenuControls
 
class  MenuHandler
 
class  MenuScreensSettings
 
class  MenuSettings
 
class  MoneyShortcut
 
class  MountSettings
 
class  MouseCameraSettings
 
class  MousePlayerControlSettings
 
class  MouseTouchControl
 
class  MoveAIsSettings
 
class  MovementSettings
 
class  MoveSpeed
 
class  MoveToInteractionSettings
 
class  MusicChannel
 
class  MusicClip
 
class  MusicClipLoop
 
class  MusicClipSetting
 
class  MusicClipsSettings
 
class  MusicClipStored
 
class  MusicHandler
 
class  NameCombatantSorter
 
class  NameContentSorter
 
class  NameDataTypeSorter
 
class  NameSorter
 
class  NavigationHUDContent
 
class  NavigationMarker
 
class  NegateInputKey
 
class  NewUIPool
 
class  NewUISettings
 
class  NodeInfo
 
class  NoneAction
 
class  NoneResearchItem
 
class  NoneShortcut
 
class  NormalStatusValueReward
 
class  NotificationChoice
 
class  NotificationKeys
 
class  ObjectHUDContent
 
class  ObjectHUDInstance
 
class  ObjectRequirement
 
class  ObjectVariableSetting
 
class  ORK
 Holds all ORK project and in-game data. Use it to access everything ORK related data and procedures. More...
 
class  ORKCore
 
class  ORKDataFile
 
class  ORKEditorArrayAttribute
 
class  ORKEditorHelpAttribute
 
class  ORKEditorInfoAttribute
 
class  ORKEditorLabelAttribute
 
class  ORKEditorLayoutAttribute
 
class  ORKEditorLimitAttribute
 
class  ORKEditorSettingInfoAttribute
 
class  ORKGUILayer
 
class  ORKGUILayout
 
class  ORKHandler
 
class  ORKNodeInfoAttribute
 
class  OverrideLanguageContent
 
class  PassiveAbility
 
class  PhaseBattle
 
class  PhaseCombatantChoice
 
class  PhaseSorter
 
class  PlayAudioCombatant
 
class  PlayAudioCombatantForComponent
 
class  PlayAudioSettings
 
class  PlayerControlSettings
 
class  PlayerGroupNotifications
 
class  PlayerHandler
 
class  PlayMusic
 
class  PlayMusicStored
 
class  PluginSetting
 
class  PluginsSettings
 
class  PortraitHUD
 
class  PortraitPosition
 
class  PortraitType
 
class  PortraitTypesSettings
 
class  PreviewSelection
 
class  PreviewSettings
 
class  PreviewValues
 
class  PriceSettings
 
class  QuantityContent
 
class  QuantityQuestionChoice
 
class  QuantitySelectionsSettings
 
class  Quest
 
class  QuestChoice
 
class  QuestCondition
 
class  QuestCountRequirement
 
class  QuestEnemyKillRequirement
 
class  QuestExperienceReward
 
class  QuestHandler
 
class  QuestHUDContent
 
class  QuestionChoice
 
class  QuestItemRequirement
 
class  QuestLayout
 
class  QuestNotification
 
class  QuestNotificationSettings
 
class  QuestReward
 
class  QuestSetting
 
class  QuestSettings
 
class  QuestsSettings
 
class  QuestTask
 
class  QuestTaskNotification
 
class  QuestTaskRequirements
 
class  QuestTaskSetting
 
class  QuestTasksSettings
 
class  QuestType
 
class  QuestTypesSettings
 
class  RandomAttackAttributeBonus
 
class  RandomDefenceAttributeBonus
 
class  RandomFloat
 
class  RandomInt
 
class  RandomStatusValueBonus
 
class  RandomVector3
 
class  Range
 
class  RaycastHelper
 
class  RaycastLOS
 
class  RaycastOutput
 
class  RaycastOutputSorter
 
class  RaycastUseSettings
 
class  RealTimeBattle
 
class  ReferenceAssetSource
 
class  ReflectionTypeHandler
 
class  RemoveTemporaryAbility
 
class  Requirement
 
class  RequirementsSettings
 
class  ResearchHandler
 
class  ResearchItem
 
class  ResearchItemDisplay
 
class  ResearchItemHUD
 
class  ResearchItemHUDWrapper
 
class  ResearchItemNotification
 
class  ResearchItemQuestionChoice
 
class  ResearchItemSetting
 
class  ResearchTree
 
class  ResearchTreeNotification
 
class  ResearchTreeSetting
 
class  ResearchTreesSettings
 
class  ResearchType
 
class  ResearchTypesSettings
 
class  ResourcesAssetSource
 
class  RuntimeLineGridHighlight
 
class  SaveGameChoice
 
class  SaveGameHandler
 
class  SaveGameMenuSettings
 
class  SavePointChoice
 
class  SceneConnection
 
class  SceneConnectionSceneChanger
 
class  SceneConnectionSettings
 
class  SceneData
 
class  SceneHandler
 
class  SceneObject
 
class  SceneObjectsSettings
 
class  SceneObjectTextCode
 
class  SceneObjectType
 
class  SceneObjectTypesSettings
 
class  SceneObjectTypeWrapper
 
class  SceneTarget
 
class  ScreenFader
 
class  SearchCombatantSettings
 
class  SecurityHandler
 
class  SelectCombatantSettings
 
class  SelectedDataChoice
 
class  SelectedDataHandler
 
class  SelectedDataHelper
 
class  SelectedTargets
 
class  ShopAbilityShortcut
 
class  ShopLayoutsSettings
 
class  ShopsSettings
 
class  ShopWrapperShortcut
 
class  ShortcutHelper
 
class  ShortcutHUD
 
class  ShortcutHUDWrapper
 
class  ShortcutPositionSetting
 
class  ShortcutRequirement
 
class  ShortcutSettings
 
class  ShortcutSlot
 
class  ShortcutSlotAssignment
 
class  ShortcutSlotOrigin
 
class  ShortcutVariableChanges
 
class  SimpleCheckGameVariable
 
class  SimpleCombatantRequirement
 
class  SimpleVariableCondition
 
class  SortIDDataType
 
class  SoundTypesSettings
 
class  SquareGridHelper
 
class  StartEquipment
 
class  StatusBonusesSettings
 
class  StatusChange
 
class  StatusChangeInformation
 
class  StatusCondition
 
class  StatusConditionSetting
 
class  StatusDevelopment
 
class  StatusDevelopmentRecord
 
class  StatusDevelopmentsSettings
 
class  StatusEffect
 
class  StatusEffectCast
 
class  StatusEffectChangeDisplay
 
class  StatusEffectEvent
 
class  StatusEffectFlyingTextSettings
 
class  StatusEffectSetting
 
class  StatusEffectSorter
 
class  StatusEffectsSettings
 
class  StatusEffectType
 
class  StatusEffectTypesSettings
 
class  StatusPreview
 
class  StatusPreviewInformation
 
class  StatusRequirement
 
class  StatusRequirementTemplate
 
class  StatusRequirementTemplatesSettings
 
class  StatusTextHUD
 
class  StatusTimeChange
 
class  StatusType
 
class  StatusTypesSettings
 
class  StatusValue
 
class  StatusValueAttributeChange
 
class  StatusValueBonusDisplay
 
class  StatusValueChangeDisplay
 
class  StatusValueChangeEvent
 
class  StatusValueChangeInformation
 
class  StatusValueChangeSource
 
class  StatusValueDistributionInput
 
class  StatusValueDistributionPoints
 
class  StatusValueFlyingTextSettings
 
class  StatusValueHUD
 
class  StatusValueLeaf
 
class  StatusValueLeafShortcut
 
class  StatusValueResearchItem
 
class  StatusValueSetter
 
class  StatusValueSetting
 
class  StatusValueSorter
 
class  StatusValuesSettings
 
class  StealChance
 
class  StealContent
 
class  StoredCell
 
class  StringValue
 
class  SwitchEquipment
 
class  TargetAffectRangeSettings
 
class  TargetConfirmationChoice
 
class  TargetHelper
 
class  TargetHighlight
 
class  TargetInformationChoice
 
class  TargetOrientationSettings
 
class  TargetRangeAction
 
class  TargetRaycast
 
class  TargetRequirementSettings
 
class  TargetSelection
 
class  TargetSettings
 
class  TargetStatusChange
 
class  TargetUseRangeSettings
 
class  Teleport
 
class  TeleportChoice
 
class  TeleportsSettings
 
class  TextCode
 
class  TextCodeSettings
 
class  TextDisplaySettings
 
struct  TextFormat
 
class  TextFormatSetting
 
class  TextHelper
 
class  TextHUD
 
class  TextImageContent
 
class  TextImageDescriptionContent
 
class  TimebarHUD
 
class  TimebarHUDContent
 
class  TimebarHUDInstance
 
class  TimestampSorter
 
class  TitleContentLayout
 
class  ToggleKeySetting
 
class  TooltipHandler
 
class  TooltipHUDContent
 
class  TooltipHUDWrapper
 
class  TooltipRequirement
 
class  TooltipSettings
 
class  TopDownBorderCameraSettings
 
class  TouchControl
 
class  TransformHelper
 
class  Tuple
 
class  TurnBasedBattle
 
class  TurnBasedOrderChanges
 
class  TurnOrderHUDInstance
 
class  TurnSorter
 
class  TypeContentSorter
 
class  TypeIDContentSorter
 
class  TypeImagePortrait
 
class  TypeNameContentSorter
 
class  TypePrefabViewPortrait
 
class  TypeSorter
 
class  UIClickComponent
 
class  UIHelper
 
class  UIMatrix
 
class  UnityWrapper
 
class  UseBlock
 
class  UseCostDisplay
 
class  UseCountSettings
 
class  UseRange
 
class  UseRangeCheck
 
class  UseRangeSettings
 
class  ValueBar
 
class  ValueBarImage
 
class  ValueChange
 
class  ValueCheck
 
class  ValueHelper
 
class  ValueInputChoice
 
class  ValueInputContent
 
class  VariableCondition
 
class  VariableConditionTemplate
 
class  VariableConditionTemplatesSettings
 
class  VariableHandler
 
class  VariableSetter
 
class  Vector2Fader
 
class  Vector3Value
 
class  VectorHelper
 
class  VisibilityCheck
 
class  Watermark
 
class  Weapon
 
class  WeaponInventory
 
class  WeaponsSettings
 
class  YesNoChoiceButtons
 

Enumerations

enum  EditorHelpType { None, Hover, Focus, Button }
 
enum  EditorLanguageSelectionType { List, Popup, Buttons }
 
enum  ORKDataType {
  None, Locked, Plugin, Language,
  Color, Difficulty, InputKey, ControlMap,
  FormulaType, Formula, Requirement, AnimationType,
  Animation, SoundType, PortraitType, DamageType,
  VariableConditionTemplate, ConsoleType, CameraPosition, MusicClip,
  GlobalEvent, AreaType, Area, Teleport,
  ShopLayout, Shop, LogType, Log,
  LogText, SceneObjectType, SceneObject, QuestType,
  Quest, QuestTask, AttackAttributes, DefenceAttributes,
  StatusType, StatusValue, StatusEffectType, StatusEffect,
  StatusBonus, StatusRequirementTemplate, AbilityType, Ability,
  AbilityDevelopment, AbilityTree, StatusDevelopment, Currency,
  ItemType, Item, EquipmentPart, Weapon,
  Armor, CraftingType, CraftingRecipe, Faction,
  FactionBenefit, Class, CombatantType, Combatant,
  CombatantGroup, MoveAI, Loot, ResearchType,
  ResearchTree, BattleMenu, BattleAI, AIType,
  AIBehaviour, AIRuleset, BattleGridCellType, BattleGridFormation,
  BattleRangeTemplate, ActionCombo, GUILayer, GUIBox,
  HUD, MenuScreen, CombatantSelection, QuantitySelection,
  GUILayout
}
 
enum  Needed { All, One }
 
enum  GUIScaleMode { StretchToFill, ScaleAndCrop, ScaleToFit, NoScale }
 
enum  VerticalTextAlignment { Top, Middle, Bottom }
 
enum  TypeSorting { None, Name, ID }
 
enum  ContentSorting {
  None, Name, ID, Type,
  TypeName, TypeID
}
 
enum  AddContentSorting {
  None, Name, ID, Type,
  TypeName, TypeID, Added
}
 
enum  MarkNewContentType { None, FirstAdd, EachAdd, EachChange }
 
enum  UnmarkNewContentType { None, View, Selection }
 
enum  InputKeyType {
  None, UnityInputManager, KeyCode, ORKInputKey,
  KeyCombo, Mouse, Touch, Custom
}
 
enum  InputHandling { Down, Hold, Up, Any }
 
enum  BattleControlBlock { None, Battle, AllActions, PlayerActions }
 
enum  AllowTurnControl { None, Always, WhileChoosing, WhileInAction }
 
enum  Orientation {
  None, Front, Back, Left,
  Right
}
 
enum  HorizontalPlaneType { XZ, XY }
 
enum  ControlMapKeyType { Action, AutoAttack, GlobalEvent }
 
enum  PlayerControlType { None, Button, Mouse }
 
enum  CameraControlType {
  None, Follow, Look, Mouse,
  FirstPerson, TopDownBorder
}
 
enum  CustomControlType { Player, Camera }
 
enum  MouseControlMoveType { CharacterController, EventMover, NavMeshAgent }
 
enum  CollisionCameraType { Center, Horizontal, Vertical, Cross }
 
enum  RaycastType { Only3D, Only2D, First3D, First2D }
 
enum  StatusOrigin { User, Target, Player, Selected }
 
enum  FormulaOperator {
  Add, Sub, Multiply, Divide,
  Modulo, PowerOf, Log, Set
}
 
enum  SimpleOperator { Add, Sub, Set }
 
enum  ValueOrigin { Value, Status, Formula, Random }
 
enum  Rounding { None, Ceil, Floor, Round }
 
enum  StatusValueOrigin { Base, Current, Maximum }
 
enum  Vector3Operator {
  Add, Sub, Set, Cross,
  Min, Max, Scale, Project,
  Reflect
}
 
enum  FormulaFloatType {
  Value, GameVariable, PlayerPrefs, Formula,
  GameTime, TimeOfDay, DateAndTime, Random,
  CurrentValue, DeltaTime
}
 
enum  StatDevType { None, Curve, Formula, Percent }
 
enum  LevelUpType { None, Auto, Spend, Uses }
 
enum  LearnCostType { Experience, Item }
 
enum  ResearchItemType { None, Ability, StatusValue, Item }
 
enum  ResearchItemDuration { None, Manual, Time }
 
enum  ResearchTreeStateCheck { Known, Unknown, Complete }
 
enum  ResearchItemState { Unresearched, InResearch, Researched, Complete }
 
enum  ResearchSelection { All, ResearchType, ResearchTree, ResearchItem }
 
enum  ResearchDisplayType {
  Researchable, LimitFail, CostsFail, RequirementsFail,
  InResearch, Complete
}
 
enum  HUDResearchItemType { Information, Progress, ResearchCount }
 
enum  CombatantScope { Group, Individual }
 
enum  ItemDropType {
  Item, Weapon, Armor, Currency,
  AIBehaviour, AIRuleset, CraftingRecipe
}
 
enum  ItemDropTypeSimple { Item, Weapon, Armor, Currency }
 
enum  SaveOption { None, Game, Save }
 
enum  CombatantSaveOption { None, Current, All }
 
enum  InventoryAddType { Add, AutoStack, AutoSplit }
 
enum  NumberValueType {
  Value, GameVariable, PlayerPrefs, Formula,
  GameTime, TimeOfDay, DateAndTime, Random,
  DeltaTime
}
 
enum  StringValueType { Value, GameVariable, PlayerPrefs, SceneName }
 
enum  Vector3ValueType {
  Value, GameVariable, ScenePosition, PlayerPosition,
  Random
}
 
enum  EventVector3ValueType {
  Value, GameVariable, ScenePosition, PlayerPosition,
  Random, GameObjectPosition, GameObjectRotation, GameObjectScale
}
 
enum  GlobalEventType { Call, Auto, Key, Scene }
 
enum  GameVariableType { String, Bool, Float, Vector3 }
 
enum  GameVariableCheckType { Variable, Conditions, Template }
 
enum  GameVariableInputType { String, Bool, Float }
 
enum  VariableOrigin { Local, Global, Object, Selected }
 
enum  LootVariableOrigin { Global, Combatant, Spawner }
 
enum  UserVariableOrigin { Global, Object, Both }
 
enum  FindObjectType { Name, Tag, Component }
 
enum  PlayerSpawnTarget { SpawnPoint, Position, Object }
 
enum  MultiFloatValueUse {
  First, Lowest, Highest, Average,
  Add, Sub, Multiply, Divide
}
 
enum  UseRangeOriginType {
  Attack, CounterAttack, Ability, ClassAbility,
  Item, ShortcutSlot, BattleRangeTemplate, Custom
}
 
enum  StoreGridCellType { BattleRangeTemplate, Custom, Path }
 
enum  SubActionType { Ability, Item, ShortcutSlot }
 
enum  DataStoreType { Save, Load, Clear }
 
enum  ListSelectionType { First, Last, Random, All }
 
enum  DialogueType { Message, Choice, AutoClose, Notification }
 
enum  CombatantSelectionDialogueType {
  Defined, BattleGroup, NonBattleGroup, LockedBattleGroup,
  Members, InactiveMembers, HiddenMembers
}
 
enum  NotificationQueueType { Add, Replace, Queue }
 
enum  LegacyAnimationPlayMode {
  Play, PlayQueued, CrossFade, CrossFadeQueued,
  Blend, Stop
}
 
enum  MecanimPlayMode { None, Play, CrossFade }
 
enum  MecanimDurationType { Fixed, AnimationClip }
 
enum  AnimationSystem { Legacy, Mecanim, Custom }
 
enum  MecanimParameterType { Bool, Int, Float, Trigger }
 
enum  MoveAnimationMode {
  None, Idle, Walk, Run,
  Sprint, Jump, Fall, Land,
  ActionChooseIdle, ActionWaitIdle, ActionCastIdle, TurnEndedIdle
}
 
enum  MecanimRotationType { FullDegree, Direction4, Direction8 }
 
enum  EventStartType {
  Interact, Autostart, TriggerEnter, TriggerExit,
  None, KeyPress, Drop, TriggerStay,
  CollisionEnter, CollisionExit, CollisionStay, UI
}
 
enum  InteractionType {
  Any, Battle, Event, Shop,
  Item, ItemBox, MusicPlayer, SavePoint,
  SceneChange, VariableEvent, Custom
}
 
enum  SavePointType { SavePoint, AutoSave, RetryPoint }
 
enum  MusicPlayType {
  Play, Stop, FadeIn, FadeOut,
  FadeTo
}
 
enum  MusicPlaySimpleType { Play, FadeIn, FadeTo }
 
enum  CollectionType { Single, Random, Box }
 
enum  EventDropType { Item, Ability }
 
enum  SceneTargetType { SpawnID, Position, ScenePosition, Variable }
 
enum  SceneChangeClear { None, Current, Next, Both }
 
enum  SceneConnectionSearch { One, Multi, All }
 
enum  SceneLoadType {
  All, SceneChange, Battle, NewGame,
  LoadGame
}
 
enum  SceneIDChangeType { Item, Battle }
 
enum  GUISystemType { LegacyGUI, NewUI }
 
enum  PortraitBoxPosition { Behind, Within, InFront }
 
enum  PortraitScaleType { None, Horizontal, Vertical }
 
enum  BoxHeightAdjustment { None, Auto, Scroll }
 
enum  TabsPosition { Top, Bottom }
 
enum  ArrowButtonPosition { Left, LeftRight, Right }
 
enum  ChoiceButtonMode { List, Circle, Position }
 
enum  ChildColorFadeMode { None, Alpha, Color }
 
enum  GUIBoxAudioType {
  None, Cursor, Accept, Cancel,
  Fail, AbilityLevel, ChangeUser, ValueInput
}
 
enum  ChoiceInfoPosition { Left, Right }
 
enum  GUIBoxClosingBehaviour {
  None, Default, Cancel, Root,
  Exit
}
 
enum  AddButtonType { None, First, Last }
 
enum  IconSizeType { OriginalSize, WidthScale, HeightScale, WidthAndHeight }
 
enum  CursorType {
  Custom, Default, TargetSelfValid, TargetAllyValid,
  TargetEnemyValid, TargetAllValid, TargetSelfInvalid, TargetAllyInvalid,
  TargetEnemyInvalid, TargetAllInvalid, TargetSelfNone, TargetAllyNone,
  TargetEnemyNone, TargetAllNone, AttackRange, InActionPlayer,
  InActionAlly, InActionEnemy, GridPlacementSelection, GridNoPlacementSelection,
  GridMoveSelection, GridNoMoveSelection, GridOrientationSelection, GridExamineSelection,
  GridExamineSelectionBlocked
}
 
enum  UIContentOrigin { Player, Member, FindObject, GameObject }
 
enum  UIVariableOrigin { Global, ContentObject, Object }
 
enum  UINumberOrigin { StatusValue, AttackAttribute, DefenceAttribute }
 
enum  MenuCombatantScope { Current, Battle, Group }
 
enum  GroupMenuCombatantScope { Battle, NonBattle, Both }
 
enum  MenuTypeDisplay { None, GUIBox, Merged, Tabs }
 
enum  MenuBoxDisplay { Same, One, Multi, Sequence }
 
enum  MenuStatus { Opening, Opened, Closing, Closed }
 
enum  MenuItemType {
  MenuScreen, Save, Load, ExitGame,
  GlobalEvent, Close
}
 
enum  SubMenuAction {
  Use, Give, Remove, Drop,
  Back, Cancel, LevelUp, AssignShortcut,
  CraftingList, None, GameEvent
}
 
enum  GroupMenuAction {
  Change, Remove, Screen, Back,
  Cancel, GameEvent
}
 
enum  ContentLayoutType {
  Text, Icon, Both, Custom,
  None
}
 
enum  ContentLayoutInfoType { None, Info, LevelUpCost, Custom }
 
enum  CraftingListMenuItemType {
  Back, Cancel, Create, Clear,
  Items
}
 
enum  CraftingListCreationType { Exact, One, Multi }
 
enum  MenuDetailsBoxMode { None, Use, Info, HUD }
 
enum  QuantitySelectionMode {
  Remove, Drop, Give, Buy,
  Sell
}
 
enum  QuantityInputType { HorizontalButtons, VerticalButtons, BothButtons }
 
enum  QuantityType { Default, One, All, Select }
 
enum  BMItemType {
  Attack, Ability, ClassAbility, Item,
  Defend, Escape, End, Auto,
  Equipment, Command, ChangeMember, GridMove,
  GridOrientation, GridExamine, AIBehaviour, AIRuleset,
  ShortcutSlot, SwitchMenuUser
}
 
enum  BMTypeDisplay { Combined, Type, List }
 
enum  BattleMenuMode {
  None, List, AbilityType, Ability,
  ItemType, Item, Target, EquipmentPart,
  Equipment, Command, ChangeMember, AIType,
  AIBehaviourSlot, AIBehaviour, AIRulesetSlot, AIRuleset,
  GridMove, GridOrientation, GridExamine
}
 
enum  BestiaryLearnType {
  None, Encounter, Attack, AttackedBy,
  Death
}
 
enum  HUDType {
  Information, Interaction, Combatant, Control,
  Navigation, Tooltip, Console, TurnOrder,
  Quest, LatestTurn, Timebar, Object
}
 
enum  HUDStatusType {
  Information, Faction, StatusValue, StatusEffect,
  AttackAttribute, DefenceAttribute, DefenceAttributeID, Timebar,
  CastTime, InventorySpace, Portrait, Shortcut,
  Equipment, DelayTime, ActionsPerTurn, GridMoveRange,
  ActionTime, Console, HitChance, CriticalChance,
  ResearchItem, AIBehaviour, AIRuleset
}
 
enum  HUDNavigationType {
  Separation, North, East, South,
  West, Interaction, Combatant, NavigationMarker
}
 
enum  HUDStatusOrigin {
  Current, Preview, PreviewHide, PreviewHideNoChange,
  PreviewHideChange
}
 
enum  HUDStatusCombatantOrigin { User, GroupTarget, IndividualTarget, LastTarget }
 
enum  HUDBarFilling { LeftToRight, RightToLeft, TopToBottom, BottomToTop }
 
enum  HUDControlType { PositiveButton, NegativeButton, Axis, Joystick }
 
enum  HUDInfoClickType { GlobalEvent, MenuScreen, ToggleHUD }
 
enum  HUDQuestClickType { None, ToggleTasks }
 
enum  HUDQuestTaskClickType { None, ToggleMarkers }
 
enum  HUDCombatantClickType {
  MenuScreen, ChangeMenuUser, ChangePlayer, SelectTarget,
  GlobalEvent, ToggleHUD
}
 
enum  ShortcutInnerAssignType { None, Keep, Remove, Swap }
 
enum  HUDShortcutValueType { LevelPoints, Durability, Information }
 
enum  ShopMode { Buy, Sell, Exit }
 
enum  ParameterType {
  String, Bool, Int, Float,
  Vector2, Vector3
}
 
enum  SaveGameType { PlayerPrefs, FilePersistentDataPath, Custom, FileDataPath }
 
enum  Selector { None, Select, All }
 
enum  StatisticType {
  TotalKilled, SingleKilled, TotalUsed, SingleUsed,
  TotalCreated, SingleCreatedItem, SingleCreatedWeapon, SingleCreatedArmor,
  TotalBattles, WonBattles, LostBattles, EscapedBattles,
  Custom, SingleCreatedAIBehaviour, SingleCreatedAIRuleset, SingleCreatedCraftingRecipes,
  TotalGained, SingleGainedItem, SingleGainedWeapon, SingleGainedArmor,
  SingleGainedAIBehaviour, SingleGainedAIRuleset, SingleGainedCraftingRecipes
}
 
enum  ValueSetter { Percent, Value }
 
enum  ColumnFill { Vertical, Horizontal }
 
enum  MouseTouch { Start, Move, End, Hold }
 
enum  Consider { Yes, No, Ignore }
 
enum  ShortcutType {
  Empty, Item, Weapon, Armor,
  Money, Ability, Attack, CounterAttack,
  Defend, Escape, None, GridMove,
  GridOrientation, GridExamine
}
 
enum  ShortcutAbilityLinkType { BaseAttack, CounterAttack }
 
enum  ShortcutListChange { Next, Previous, DefinedIndex }
 
enum  TransformVectorOrigin { Position, Rotation, Scale }
 
enum  RequirementTargetType { None, User, Target }
 
enum  EnableSelection { Enable, Disable, Toggle }
 
enum  GroupMemberSelectionType { Combatant, Leader, Index, Offset }
 
enum  GroupSelectionType { ActivePlayerGroup, PlayerGroupID, Combatant }
 
enum  DebugType { Log, Warning, Error }
 
enum  SimpleChangeType { Add, Remove }
 
enum  ListChangeType { Add, Remove, Clear, Set }
 
enum  StatusValueType { Normal, Consumable, Experience }
 
enum  StatusValueDeathType { None, OnMinimum, OnMaximum }
 
enum  ExperienceType { None, Level, ClassLevel }
 
enum  StatusValueGetValue {
  CurrentValue, BaseValue, MinValue, MaxValue,
  DisplayValue, PreviewValue, PreviewMaxValue, PreviewMinValue
}
 
enum  UpgradeDisplayType { Upgradeable, CostsFail, RequirementsFail, NoUpgrade }
 
enum  StatusValueListType { No, All, StatusType, StatusValueType }
 
enum  NoneExperienceMaxType { NextLevel, CurrentLevel, MaxValue }
 
enum  AttributeGetValue {
  CurrentValue, BaseValue, MinValue, MaxValue,
  StartValue, PreviewValue
}
 
enum  EndAfter { None, Turn, Time }
 
enum  EndAfterType { None, TurnStart, TurnEnd, Time }
 
enum  EffectRecast { Add, Reset, None }
 
enum  EffectStacking { None, Enabled, OncePerCombatant }
 
enum  StatusConditionExecution { Cast, Turn, Time }
 
enum  StatusConditionSetOn {
  Apply, Remove, TurnStart, TurnEnd,
  Time
}
 
enum  ChangeBlock { None, Negative, Positive, All }
 
enum  StatusRequirementType { Status, Requirements, Template }
 
enum  EffectCast { None, Add, Remove, Toggle }
 
enum  EffectTypeRemoveType { All, Random, First, Last }
 
enum  TargetType { Self, Ally, Enemy, All }
 
enum  TargetRange { None, Single, Group }
 
enum  UseableIn { Field, Battle, Both, None }
 
enum  UseBlockType { Ability, Item }
 
enum  UseBlockScope { Single, Type, RootType, All }
 
enum  AbilityCheckType { Known, Learned, GroupAbility, Temporary }
 
enum  IncludeCheckType { Yes, No, Only }
 
enum  ItemAbilityType { None, Learn, Use }
 
enum  UseCostAutoConsumeType { No, WithoutTargets, Always, OnSelection }
 
enum  BattleRangeType { None, Template, Custom }
 
enum  AffectRangeType { None, Calculation, Execution }
 
enum  EquipType { Single, Multi }
 
enum  ValueCheckType {
  IsEqual, NotEqual, IsLess, IsLessEqual,
  IsGreater, IsGreaterEqual, RangeInclusive, RangeExclusive,
  Approximately, NotApproximately
}
 
enum  EquipSet { None, Weapon, Armor }
 
enum  EquipmentDurabilityType { NoBonuses, Unequip, Destroy }
 
enum  AddRandomBonus { All, Random, First }
 
enum  EquipPartChangeType { AdditionalPart, BlockedPart, BlockedViewer }
 
enum  CombatantLevelInitType {
  Default, Player, Random, Variable,
  Formula
}
 
enum  AggressionType { Always, OnDamage, OnSelection, OnAction }
 
enum  CombatantLootOrigin { StartInventory, Loot, Both }
 
enum  CombatantAffiliationType { Player, Ally, Enemy }
 
enum  CombatantDeathState { Alive, Dying, Dead }
 
enum  FoundTargets { Keep, Check, Clear, CheckKeep }
 
enum  MoveDetectionType { Sight, Movement, CombatantTrigger }
 
enum  MoveSpeedType { Walk, Run, Sprint, Value }
 
enum  MoveComponentType { Default, NavMeshAgent, Custom }
 
enum  MoveConditionType { Level, ClassLevel, GroupSize, Status }
 
enum  MoveAIMode {
  Idle, Waypoint, Follow, GiveWay,
  Hunt, Flee, CautionHunt, CautionFlee
}
 
enum  MoveAIUseMode {
  Auto, Idle, Hunt, Flee,
  Caution
}
 
enum  BattleAITargetType {
  Self, Ally, Enemy, All,
  None
}
 
enum  AIGridMove {
  MoveTowardTarget, FleeFromTarget, Random, GridFormation,
  GridCellType
}
 
enum  AIGridMoveTargetType {
  Nearest, North, East, South,
  West, Front, Back, Left,
  Right
}
 
enum  AIGridMoveRangeType { Distance, BattleRangeTemplate, Custom }
 
enum  AIRuleType {
  Action, BattleAI, BlockAbility, BlockAttack,
  BlockCounterAttack, BlockItem, Target, MoveAI
}
 
enum  AIRuleTargetType {
  Self, Ally, Enemy, All,
  MemberTarget, TargetingMember
}
 
enum  BattleAITargetOrigin {
  User, Leader, Group, Allies,
  Enemies, FoundTargets
}
 
enum  WeightedGroupType { Smallest, Largest }
 
enum  DistanceType {
  Nearest, NearestAverage, Farthest, FarthestAverage,
  All
}
 
enum  BattleSystemType { TurnBased, ActiveTime, RealTime, Phase }
 
enum  TurnBasedMode { Classic, Active, MultiTurns }
 
enum  DamageDealerType {
  TriggerEnter, TriggerExit, TriggerStay, CollisionEnter,
  CollisionExit, CollisionStay, Custom
}
 
enum  TargetRayOrigin { User, Screen }
 
enum  EnemyCounting { None, Letters, Numbers }
 
enum  UseTimebarAction { ActionBorder, MaxTimebar, EndTurn }
 
enum  GroupAdvantageType { None, Player, Enemy }
 
enum  BattleOutcome {
  None, Victory, Escape, Defeat,
  LeaveArena
}
 
enum  ActionTimeDecreaseType { Always, WhileChoosing, WhileInAction }
 
enum  PhaseTurnStartType { None, PhaseStart, PhaseEnd }
 
enum  BattleCameraType { None, BlockEvents, AllowEvents }
 
enum  CameraLookAtType { SimpleLook, CameraPosition, CameraControlTarget }
 
enum  BattleCameraDistanceOrigin { User, CameraControlTarget, Player, Arena }
 
enum  BattleGridType { Square, Hexagonal }
 
enum  HexagonalGridType { VerticalEven, VerticalOdd, HorizontalEven, HorizontalOdd }
 
enum  BaseGridHighlightType { Area, Selection, NoSelection }
 
enum  GridHighlightType {
  None, Placement, PlacementSelection, NoPlacementSelection,
  PlacementSelectionPlayer, PlacementSelectionAlly, PlacementSelectionEnemy, MoveRange,
  MoveRangeBlocked, MoveRangePassable, MoveSelection, NoMoveSelection,
  MovePath, MoveSelectionPlayer, MoveSelectionAlly, MoveSelectionEnemy,
  OrientationSelection, OrientationSelectionPlayer, OrientationSelectionAlly, OrientationSelectionEnemy,
  MarkedCell, UseRange, AffectRange, AvailableTargetPlayer,
  AvailableTargetAlly, AvailableTargetEnemy, TargetCellSelection, NoTargetCellSelection,
  TargetCellSelectionPlayer, TargetCellSelectionAlly, TargetCellSelectionEnemy, ExamineSelection,
  ExamineSelectionBlocked, ExamineMoveRange, ExamineMoveRangeBlocked, ExamineMoveRangePassable,
  ExamineUseRange, ExamineSelectionPlayer, ExamineSelectionAlly, ExamineSelectionEnemy,
  SelectingPlayer, SelectingAlly, SelectingEnemy, CellPlayer,
  CellPlayerTurnEnded, CellAlly, CellAllyTurnEnded, CellEnemy,
  CellEnemyTurnEnded, GridFormation, GridFormationPosition
}
 
enum  GridShapeType {
  None, All, Range, Mask,
  Ring
}
 
enum  GridUseBattleType { NoGrid, NearestGrid, DefinedGrid }
 
enum  GridPathCellSelection { Next, Last, All }
 
enum  GridDirectionRotationType { Nearest, Left, Right, Target }
 
enum  GridCellEventStartType {
  None, Any, MoveTo, MoveOver,
  StartTurn, EndTurn
}
 
enum  GridCellEventType { Ability, StatusEffect, GameEvent }
 
enum  SetCellCombatantType { Combatant, Guest, Move, Remove }
 
enum  GridMoveState { Available, Selected, Performed }
 
enum  AutoGridMoveType { None, FirstAction, Always }
 
enum  GridSelectionType {
  None, Placement, Orientation, Move,
  Examine, Target
}
 
enum  ActionSelectType {
  Attack, CounterAttack, Ability, Item,
  Defend, Escape, Death, None,
  ChangeMember, ClassAbility, Shortcut
}
 
enum  ActionType {
  Attack, CounterAttack, Ability, Item,
  Defend, Escape, Death, None,
  ChangeMember, Join, GridMove
}
 
enum  AbilityActionType { Ability, BaseAttack, CounterAttack }
 
enum  BattleAnimationType {
  Ability, Item, Defend, Escape,
  Death, None, Retreat, EnterBattle,
  JoinBattle, GridMove
}
 
enum  BattleActionResult { Hit, Critical, Miss, Block }
 
enum  AutoAttackTargetType { All, GroupTargets, IndividualTargets, GroupAndIndividual }
 
enum  BattleActionAddType { Try, NextAction, SubAction }
 
enum  NextBattleActionChange { Add, Set, First }
 
enum  BaseAttackScope { Current, Index, All }
 
enum  CombatantActionState { Available, Casting, InAction, EndingAction }
 
enum  CombatantTurnState { BeforeTurn, InTurn, AfterTurn }
 
enum  QuestStatusType { Inactive, Active, Finished, Failed }
 
enum  QuestCheckType {
  Inactive, Active, Finished, Failed,
  NotAdded
}
 
enum  QuestRemoveType { Quest, QuestType, All }
 
enum  ApplicationPathType {
  None, DataPath, PersistentDataPath, StreamingAssetsPath,
  TemporaryCachePath
}
 
enum  AssetBundleLoadType { LoadFromFile, LoadFromMemory }
 
enum  ShortcutRequirementType {
  None, Ability, Item, Weapon,
  Armor, Currency
}
 
enum  SelectCombatantType {
  Combatant, GroupTarget, IndividualTarget, LastTarget,
  AttackedBy, KilledBy, Linked
}
 
enum  VisibilityCheckType { RendererIsVisible, CameraViewport, FrustumPlanes }
 
enum  GridDeploymentType {
  None, Player, Ally, Enemy,
  All, Faction, Combatant
}
 
enum  BattleGridFormationLeaderDeath { Keep, Break, Select }
 
enum  BattleGridFormationRotation { None, Leader, Select }
 
enum  ConsiderFormationCombatants { None, All, IgnoreFormation }
 
enum  MoveRangeType { Current, Max, All }
 
enum  AffectRangeVariableOrigin { Global, User, Target, Local }
 
enum  UseRangeVariableOrigin { Global, User, Local }
 
enum  HUDTooltipType { Information, LevelPoints, Durability, Portrait }
 
enum  ShortcutHUDClickUseType { None, Use, Assign }
 
enum  ToggleType { Toggle, On, Off }
 
enum  HUDLayoutType { Offset, RelativeOffset, GUILayout }
 
enum  HUDWrapperPlacement { IgnoreContent, AboveContent, BelowContent }
 
enum  AbilityState {
  None, BaseAttack, CounterAttack, Class,
  Learned, Equipment, Temporary, Group
}
 
enum  AttributeTraitType {
  None, Strength, Weakness, Immunity,
  Recovery
}
 
enum  EffectAttributeUseType { None, Add, Replace, AddReplace }
 
enum  StatusValueInputType { StatusValue, Accept, Cancel }
 
enum  StatusValueDistributionPointsType { Value, Experience, Item }
 
enum  UseCountResetType {
  All, BattleStart, BattleEnd, TurnStart,
  TurnEnd
}
 
enum  EaseType {
  Linear, EaseInQuad, EaseOutQuad, EaseInOutQuad,
  EaseInCubic, EaseOutCubic, EaseInOutCubic, EaseInQuart,
  EaseOutQuart, EaseInOutQuart, EaseInQuint, EaseOutQuint,
  EaseInOutQuint, EaseInSine, EaseOutSine, EaseInOutSine,
  EaseInExpo, EaseOutExpo, EaseInOutExpo, EaseInCirc,
  EaseOutCirc, EaseInOutCirc
}
 

Functions

delegate void CoreUpdate ()
 
delegate void SceneLoaded (string sceneName)
 
delegate void GUIDIterate< T > (T content)
 
delegate string GetName (int index)
 
delegate void ActionFinished (BaseAction action)
 
delegate void SelectGridCell (BattleGridCellComponent cell)
 
delegate void SelectGridCellBool (BattleGridCellComponent cell, bool isHover)
 
delegate void SelectGridDirection (int direction)
 
delegate bool GridCellCheck (BattleGridCellComponent cell)
 
delegate bool GridCellCheck2 (BattleGridCellComponent origin, BattleGridCellComponent cell)
 
delegate bool GridCellOriginCheck (Combatant user, BattleGridCellComponent origin, BattleGridCellComponent cell)
 
delegate void UsePathCell (BattleGridCellComponent cell, int direction)
 
delegate bool RangeCheck (Combatant user, Combatant target, IVariableSource variableSource)
 
delegate bool RangeCheckCell (Combatant user, BattleGridCellComponent target, IVariableSource variableSource)
 
delegate void QuestionClosed (bool accepted)
 
delegate void ButtonClick (int index)
 
delegate bool CheckShortcutClick (ShortcutHUDWrapper wrapper, GUIBox boxOrigin)
 
delegate void InventoryChanged (Inventory inventory, ItemDropType type, int id, int level, int quantity)
 
delegate void Notify ()
 
delegate void NotifyBool (bool value)
 
delegate void NotifyInt (int value)
 
delegate bool NotifyCheck ()
 
delegate void RegisterNotify (Notify notify)
 
delegate void CombatantChanged (Combatant combatant)
 
delegate bool CombatantCheck (Combatant combatant)
 
delegate bool CombatantCheck2 (Combatant user, Combatant target)
 
delegate bool CombatantCheckCell (Combatant user, BattleGridCellComponent target)
 
delegate void GroupChanged (Group group)
 
delegate void AttributeChanged (Combatant combatant, int id, int id2, float change)
 
delegate void DefenceAttributeIDChanged (Combatant combatant, int id, int id2)
 
delegate void StatusValueChanged (Combatant combatant, int id, int change)
 
delegate void StatusEffectChanged (Combatant combatant, int id)
 
delegate void LevelChanged (Combatant combatant, int level)
 
delegate void ClassChanged (Combatant combatant, int id)
 
delegate void QuestAutoCheck (bool showNotification, bool showConsole)
 
delegate void ControlBlockChanged (int change)
 
delegate void PlayerObjectChanged (GameObject newPlayer, GameObject oldPlayer)
 
delegate void PlayerChanged (Combatant newPlayer, Combatant oldPlayer)
 
delegate void QuestTaskFinished (int taskID)
 
delegate IEnumerator CoroutineFunction ()
 
delegate bool NearestCheck< T > (T component)
 
delegate float Function (float start, float distance, float elapsedTime, float duration)