NameKind
namespace Griff.Scenes;
public enum NameKindWhat a NamesAttribute field names.
Values
Section titled “Values”Prefab= 0: A prefab in the project, by name, e.g. “Bullet” (Assets/Prefabs/Bullet.prefab).Scene= 1: A scene in the project, by name, e.g. “Level2”.Action= 2: An input action: one every game has (Jump, Fire, Attack…) or one of the game’s own Controls.Layer= 3: A collision layer: what a collider or tilemap says it is, e.g. “Player”.Message= 4: A message sent withGame.Sendand heard withOn, e.g. “Score”.Table= 5: A table in the project, by name, e.g. “Enemies” (Assets/Tables/Enemies.table).Row= 6: A row of a table, by name, e.g. “Slime”: of the table another property of the component names (seeTable).Font= 7: A font: a font file in Assets (“Fonts/PressStart2P-Regular.ttf”), the built-in font’s name or empty for it, or an installed font’s name (“Consolas”). A string property called Font, or ending in Font (“TitleFont”), names one without being marked.Item= 8: An item a player carries in theirInventory, e.g. “Key”: one a pickup gives (its Item) or a script adds (inventory.Add("Key")).Flag= 9: A flag in the game’s save data, e.g. “MetKing”: set by a trigger’s Set Flag, a dialogue’s “[set MetKing]” or a script’sGame.SetFlag. Where it’s a condition, “not MetKing” holds while it isn’t set.Kind= 10: A kind of thing that one component says it is and another takes, e.g. a crate’s Kind “Red” and a goal’s Accepts: kinds of the sameScope(“Crate”) go together.Saved= 11: A name in the game’s save data (Game.SaveData), e.g. “difficulty”: one a slider’s, toggle’s or choice’s Save As keeps a value under (or a counter’s Save Best As, an inventory’s Save As, a script’sSaveData.Set), which a button’s Needs Saved, a Table Values’ Saved Row or a Stars’ Saved reads. Flags are saved there too.Column= 12: A column of a table, by name, e.g. “Count”: of the table another property of the component names (seeTable).