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NameKind

namespace Griff.Scenes;
public enum NameKind

What a NamesAttribute field names.

  • 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 with Game.Send and heard with On, 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 (see Table).
  • 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 their Inventory, 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’s Game.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 same Scope (“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’s SaveData.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 (see Table).