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版本:最新版 - a1.156.0 ⚖️

枚举

与其向方法传递数字或在事件回调函数中比较数字,不如使用以下枚举来实现。示例:

-- Using Enums to figure out which StanceMode the Character is
Character.Subscribe("StanceModeChange", function(character, old_stance, new_stance)
if (new_stance == StanceMode.Standing) then
Console.Log("I'm Standing!")
elseif (new_stance == StanceMode.Crouching) then
Console.Log("I'm Crouching!")
end
end)

-- Using Enums to pass a Light Type to the constructor
local my_light = Light(Vector(-5, 0, 50), Rotator(), Color.RED, LightType.Point)

-- Using Enums to set the Character View Mode
character:SetViewMode(ViewMode.FPS)
信息

使用枚举的函数仍然接收数字作为参数(一如既往),使用枚举只是一种便利措施。

所有枚举​

🧑‍💻API Source

AimMode​

角色在持枪时用于改变瞄准模式

Used by Character.GetWeaponAimMode, Character.SetWeaponAimMode, Character WeaponAimModeChange Event, Character WeaponAimModeChange Event.

LabelValueDescription
AimMode.None0未瞄准
AimMode.ADS1机瞄瞄准
AimMode.ZoomedZoom2开镜瞄准,放大
AimMode.Zoomed3第三人称放大瞄准
AimMode.ZoomedFar4第三人称放大瞄准,较远距离

AnimationSlotType​

角色身体的哪个部位播放动画

Used by Character.PlayAnimation, Melee.AddAnimationCharacterUse.

LabelValueDescription
AnimationSlotType.FullBody0全身
AnimationSlotType.UpperBody1腰部以上,保留腿部动画
AnimationSlotType.Head2仅头部

AssetType​

资产类型,用于从资产包中筛选资产
💡TIP
This Enum supports Bitwise Operations!

Used by Assets.GetAssetPath, Assets.Precache.

LabelValueDescription
AssetType.Map2
AssetType.StaticMesh4
AssetType.SkeletalMesh8
AssetType.Sound16
AssetType.Animation32
AssetType.Particle64
AssetType.Material128
AssetType.Blueprint256
AssetType.Other32768

AttachmentRule​

将 Actor 附加到另一个 Actor 时如何处理其变换

Used by Actor.AttachTo.

LabelValueDescription
AttachmentRule.KeepRelative0如果已经附加,将保持当前的相对位置/旋转。
AttachmentRule.KeepWorld1将计算新的相对位置/旋转,使 Actor 在附加后保持在相同的位置。
AttachmentRule.SnapToTarget2将 Actor 设为与父 Actor 相同的位置/旋转(或在骨骼位置),并将其相对位置/旋转重置为零。

AttenuationFunction​

3D 声音音量如何随距离衰减

Used by Sound Default Constructor, WebUI.SpawnSound.

LabelValueDescription
AttenuationFunction.Linear0随距离均匀衰减
AttenuationFunction.Logarithmic1近处衰减快,远处衰减慢
AttenuationFunction.Inverse2在声源附近极快衰减
AttenuationFunction.LogReverse3近处衰减慢,远处衰减快
AttenuationFunction.NaturalSound4基于物理的衰减,最为逼真

BlendMode​

绘制内容如何与已绘制内容进行混合

Used by Canvas.DrawBox, Canvas.DrawLine, Canvas.DrawMaterial, Canvas.DrawMaterialFromSceneCapture, Canvas.DrawMaterialFromWebUI, Canvas.DrawPolygon, Canvas.DrawRect, Canvas.DrawTexture.

LabelValueDescription
BlendMode.Opaque0完全替换像素,忽略 Alpha 通道
BlendMode.Masked1像素要么完全可见,要么完全隐藏
BlendMode.Translucent2使用 Alpha 通道进行混合
BlendMode.Additive3将颜色与已有像素相加
BlendMode.Modulate4将颜色与已有像素相乘
BlendMode.MaskedDistanceField5
BlendMode.MaskedDistanceFieldShadowed6
BlendMode.TranslucentDistanceField7
BlendMode.TranslucentDistanceFieldShadowed8
BlendMode.AlphaComposite9
BlendMode.AlphaHoldout10
BlendMode.AlphaBlend11标准 Alpha 混合,推荐用于包含透明度的图像
BlendMode.TranslucentAlphaOnly12
BlendMode.TranslucentAlphaOnlyWriteAlpha13

CameraMode​

玩家可以在哪些相机视角之间切换

Used by Character.GetCameraMode, Character.SetCameraMode.

LabelValueDescription
CameraMode.FPSTPS0可在第一人称和第三人称之间切换
CameraMode.FPSOnly1仅第一人称
CameraMode.TPSOnly2仅第三人称

CCDMode​

连续碰撞检测模式,可防止高速移动的物体穿透其他物体

Used by Prop Default Constructor.

LabelValueDescription
CCDMode.Auto0根据对象大小自动启用/禁用
CCDMode.Disabled1禁用 CCD
CCDMode.Enabled2启用 CCD

CollisionChannel​

碰撞通道,用于过滤跟踪和碰撞所击中的对象
💡TIP
This Enum supports Bitwise Operations!
LabelValueDescription
CollisionChannel.WorldStatic1 << 0WorldStatic 对象类型
CollisionChannel.WorldDynamic1 << 1WorldDynamic 对象类型
CollisionChannel.Pawn1 << 2碰撞胶囊体(通常来自角色)
CollisionChannel.PhysicsBody1 << 5可拾取物与道具网格体
CollisionChannel.TracePrimitive1 << 16用于跟踪的图元组件
CollisionChannel.Mesh1 << 17角色网格体
CollisionChannel.Water1 << 19水体
CollisionChannel.Foliage1 << 20植被网格体
CollisionChannel.Vehicle1 << 22载具网格体
CollisionChannel.All(1 << 32) - 1所有对象

CollisionType​

Actor 的碰撞配置文件

Used by Actor.GetCollision, Actor.SetCollision, Blueprint Default Constructor, Character Default Constructor, CharacterSimple Default Constructor, Grenade Default Constructor, InstancedStaticMesh Default Constructor, Melee Default Constructor, Prop Default Constructor, StaticMesh Default Constructor, VehicleWheeled Default Constructor, VehicleWater Default Constructor, Weapon Default Constructor.

LabelValueDescription
CollisionType.Normal0阻挡一切
CollisionType.StaticOnly1仅阻挡静态对象
CollisionType.NoCollision2皆不阻挡
CollisionType.IgnoreOnlyPawn3阻挡除 Pawn(角色)以外的一切
CollisionType.Auto4自动选择 - 通常为 Normal。在道具上,它会根据道具大小在 Normal 和 IgnoreOnlyPawn 之间切换

ConstraintMotion​

物理约束轴的移动方式

Used by Cable.SetAngularLimits, Cable.SetAngularLimits, Cable.SetAngularLimits, Cable.SetLinearLimits, Cable.SetLinearLimits, Cable.SetLinearLimits.

LabelValueDescription
ConstraintMotion.Free0绕此轴无约束。
ConstraintMotion.Limited1绕此轴的自由度受限。每个运动的限制由对应的同名 Limit 属性独立控制。
ConstraintMotion.Locked2绕此轴完全约束

CursorType​

鼠标光标形状

Used by Input.GetMouseCursor, Input.SetMouseCursor, Viewport.SetHardwareCursor.

LabelValueDescription
CursorType.None0
CursorType.Default1
CursorType.TextEditBeam2
CursorType.ResizeLeftRight3
CursorType.ResizeUpDown4
CursorType.ResizeSouthEast5
CursorType.ResizeSouthWest6
CursorType.CardinalCross7
CursorType.Crosshairs8
CursorType.Hand9
CursorType.GrabHand10
CursorType.GrabHandClosed11
CursorType.SlashedCircle12
CursorType.EyeDropper13

DamageType​

造成伤害的来源

Used by Damageable.ApplyDamage, Damageable Death Event, Damageable TakeDamage Event, Prop TakeDamage Event.

LabelValueDescription
DamageType.Shot0被武器击中
DamageType.Explosion1爆炸,如手榴弹
DamageType.Punch2出拳
DamageType.Fall3从高处摔落
DamageType.RunOverProp4被道具击中
DamageType.RunOverVehicle5被载具碾压
DamageType.Melee6被近战武器击中
DamageType.Unknown7其他任何原因,如脚本的伤害

DatabaseEngine​

Database 类支持的数据库引擎

Used by Database Default Constructor.

LabelValueDescription
DatabaseEngine.SQLite0
DatabaseEngine.MySQL1
DatabaseEngine.PostgreSQL2

DifferentialType​

哪些车轮接收发动机扭矩

Used by VehicleWheeled.SetDifferentialSetup.

LabelValueDescription
DifferentialType.Undefined0未配置
DifferentialType.AllWheelDrive1所有车轮
DifferentialType.FrontWheelDrive2仅前轮
DifferentialType.RearWheelDrive3仅后轮

FallingMode​

角色的滞空状态

Used by Character.GetFallingMode, Character FallingModeChange Event, Character FallingModeChange Event.

LabelValueDescription
FallingMode.None0未下落
FallingMode.Jumping1跳跃后上升中
FallingMode.Falling4下落中
FallingMode.HighFalling5从会造成伤害的高度摔落
FallingMode.Parachuting6降落伞已打开
FallingMode.SkyDiving7开伞前俯冲中

FontType​

内置字体

Used by Canvas.DrawText, Text3D.SetFont, Text3D Default Constructor.

LabelValueDescription
FontType.Roboto0
FontType.GothicA11
FontType.PoiretOne2
FontType.Oswald3
FontType.Roboto_Mono4
FontType.OpenSans5

GaitMode​

角色的移动速度状态

Used by Character.GetGaitMode, Character.SetGaitMode, Character GaitModeChange Event, Character GaitModeChange Event.

LabelValueDescription
GaitMode.None0未移动
GaitMode.Walking1行走或跑步
GaitMode.Sprinting2疾跑

GizmoAlignSpace​

Gizmo 对齐到的空间类型

Used by Gizmo.SetAlignSpace.

LabelValueDescription
GizmoAlignSpace.Local0与物体的旋转对齐
GizmoAlignSpace.World1与世界坐标轴对齐

GizmoTransformMode​

Gizmo 编辑的变换类型

Used by Gizmo.SetTransformMode.

LabelValueDescription
GizmoTransformMode.Translation0
GizmoTransformMode.Rotation1
GizmoTransformMode.Scale2

GrabMode​

角色是否可以抓取该道具

Used by Prop.GetGrabMode, Prop.SetGrabMode, Prop Default Constructor.

LabelValueDescription
GrabMode.Disabled0禁用抓取
GrabMode.Auto1根据道具大小自动启用/禁用
GrabMode.Enabled2启用抓取

HandlingMode​

角色如何持拿可拾取物(决定所使用的动画)

Used by Pickable.GetHandlingMode, Melee Default Constructor, Weapon.SetHandlingMode.

LabelValueDescription
HandlingMode.SingleHandedWeapon0
HandlingMode.DoubleHandedWeapon1
HandlingMode.SingleHandedMelee2
HandlingMode.DoubleHandedMelee3
HandlingMode.Throwable4手榴弹及其他投掷物
HandlingMode.Torch5单手持有的光源
HandlingMode.Barrel6双手在体前抱持的重物
HandlingMode.Box7双手搬运的箱子

HighlightMode​

Actor 高亮何时可见

Used by Client.SetHighlightColor.

LabelValueDescription
HighlightMode.Always0始终可见
HighlightMode.OnlyHidden1仅在被其他物体遮挡时可见(透视)
HighlightMode.OnlyVisible2仅在未被遮挡时可见

HTTPMethod​

HTTP 定义了一组请求方法,用以指示针对给定资源要执行的期望操作。欲了解更多信息,请在此进一步阅读。

Used by HTTP.Request, HTTP.RequestAsync.

LabelValueDescription
HTTPMethod.GET0GET 方法请求特定资源的表示形式。使用 GET 的请求应该只用于检索数据。
HTTPMethod.POST1POST 方法将实体提交给指定的资源,通常会导致服务器上的状态更改或副作用。
HTTPMethod.PUT2PUT 方法用请求有效负载替换目标资源的所有当前表示形式。
HTTPMethod.HEAD3HEAD 方法要求一个与 GET 请求相同的响应,但没有响应体。
HTTPMethod.DELETE4DELETE 方法删除指定的资源。
HTTPMethod.PATCH5PATCH 方法对资源应用部分修改。
HTTPMethod.OPTIONS6OPTIONS 方法描述目标资源的通信选项。

ImageFormat​

图像文件格式

Used by SceneCapture.EncodeToBase64, SceneCapture.EncodeToBase64Async.

LabelValueDescription
ImageFormat.JPEG0
ImageFormat.PNG1
ImageFormat.BMP2

InputEvent​

按键是按下还是松开

Used by Input.Bind, Input.InputKey, Input.Unbind.

LabelValueDescription
InputEvent.Pressed0
InputEvent.Released1

KeyboardLayout​

键盘布局

Used by Input.GetKeyboardLayout.

LabelValueDescription
KeyboardLayout.Unknown0
KeyboardLayout.QWERTY1
KeyboardLayout.AZERTY2
KeyboardLayout.QWERTZ3

KeyModifier​

按键事件时按住的修饰键
💡TIP
This Enum supports Bitwise Operations!

Used by Input.GetModifierKeys.

LabelValueDescription
KeyModifier.None0
KeyModifier.LeftShiftDown1 << 0
KeyModifier.RightShiftDown1 << 1
KeyModifier.LeftControlDown1 << 2
KeyModifier.RightControlDown1 << 3
KeyModifier.LeftAltDown1 << 4
KeyModifier.RightAltDown1 << 5
KeyModifier.LeftCommandDown1 << 6
KeyModifier.RightCommandDown1 << 7
KeyModifier.CapsLocked1 << 8

LightProfile​

IES 光源描述文件,控制光源散射形状

Used by Light.SetTextureLightProfile.

LabelValueDescription
LightProfile.None0
LightProfile.Arrow_Star1
LightProfile.Arrow_Up2
LightProfile.Beam_013
LightProfile.Beam_024
LightProfile.Beam_035
LightProfile.Beam_046
LightProfile.Beam_057
LightProfile.Beam_068
LightProfile.Beam_079
LightProfile.Beam_0810
LightProfile.Beam_LED_0111
LightProfile.Beam_LED_0212
LightProfile.Beam_LED_0313
LightProfile.Beam_LED_0414
LightProfile.Beam_LED_0515
LightProfile.Beam_LED_0616
LightProfile.Beam_LED_0717
LightProfile.Bow18
LightProfile.Capped_0119
LightProfile.Capped_0220
LightProfile.Shattered_0121
LightProfile.Shattered_0222
LightProfile.Shattered_0323
LightProfile.Shattered_0424
LightProfile.Shattered_0525
LightProfile.SpotLight_0126
LightProfile.SpotLight_0227
LightProfile.SpotLight_0328
LightProfile.SpotLight_0429
LightProfile.Spreadout_0130
LightProfile.Spreadout_0231
LightProfile.Spreadout_0332
LightProfile.Spreadout_0433
LightProfile.Star_Bow34
LightProfile.Star_Burst_0135
LightProfile.Star_Burst_0236
LightProfile.Star_Burst_0337
LightProfile.Star_Burst_0438
LightProfile.Star_Burst_0539
LightProfile.Star_Burst_0640
LightProfile.Star_Burst_0741
LightProfile.Star_Burst_0842
LightProfile.Star_X_0143
LightProfile.Star_X_0244
LightProfile.Wall_Boomerang45
LightProfile.Wall_Inverted_V46
LightProfile.Wall_Star_T47
LightProfile.Wing_648
LightProfile.Wing_V_0149
LightProfile.Wing_V_0250

LightType​

光源形状

Used by Light Default Constructor.

LabelValueDescription
LightType.Point0
LightType.Spot1
LightType.Rect2

LogType​

日志消息类型(决定其颜色和过滤规则)

Used by Console LogEntry Event.

LabelValueDescription
LogType.Display0
LogType.Warning1
LogType.Error2
LogType.Debug3
LogType.Verbose4
LogType.Scripting5脚本打印的消息
LogType.ScriptingWarn6脚本打印的警告
LogType.ScriptingError7脚本引发的错误
LogType.Chat8聊天消息
LogType.WebUI9WebUI JavaScript 打印的日志消息
LogType.Success10
LogType.Fatal11

NativeWidget​

可通过 Widget 类生成的虚幻 UMG 控件类型

Used by Widget Native Widget Constructor.

LabelValueDescription
NativeWidget.Border0
NativeWidget.Button1
NativeWidget.CheckBox2
NativeWidget.Image3
NativeWidget.ProgressBar4
NativeWidget.RichTextBlock5
NativeWidget.Slider6
NativeWidget.Text7
NativeWidget.ComboBox8
NativeWidget.EditableText9
NativeWidget.EditableTextMultiLine10
NativeWidget.SpinBox11
NativeWidget.TextBox12
NativeWidget.TextBoxMultiLine13
NativeWidget.CanvasPanel14
NativeWidget.GridPanel15
NativeWidget.HorizontalBox16
NativeWidget.Overlay17
NativeWidget.ScaleBox18
NativeWidget.ScrollBox19
NativeWidget.SizeBox20
NativeWidget.UniformGridPanel21
NativeWidget.VerticalBox22
NativeWidget.WrapBox23
NativeWidget.BackgroundBlur24

NotificationType​

内置通知的样式

Used by Client.ShowNotification.

LabelValueDescription
NotificationType.Info0
NotificationType.Warning1
NotificationType.Error2
NotificationType.Fatal3
NotificationType.Success4

PackageType​

包类型
💡TIP
This Enum supports Bitwise Operations!

Used by Client.GetPackages, Server.GetPackages.

LabelValueDescription
PackageType.Script1脚本包
PackageType.GameMode2游戏模式包,只能同时加载一个
PackageType.LoadingScreen4加载屏幕包
PackageType.Map16地图包
PackageType.CModule32C 模块包
PackageType.All-1所有类型

Reliability​

网络消息的传输可靠性保证

Used by Entity.BroadcastRemoteEvent, Entity.BroadcastRemoteInRadiusEvent, Entity.CallRemoteEvent, Entity.CallRemoteEvent, Entity.CallRemotePlayersEvent, Events.BroadcastRemote, Events.BroadcastRemoteDimension, Events.BroadcastRemoteInRadius, Events.BroadcastRemoteInRadiusDimension, Events.CallRemote, Events.CallRemote, Events.CallRemotePlayers.

LabelValueDescription
Reliability.Unreliable0以不可靠的方式发送消息,消息可能会丢失(无重传机制)或接收顺序与发送顺序不一致。但相比可靠传输,其开销更小、速度更快。适用于发送对游戏玩法不关键的短暂且非核心的事件
Reliability.Reliable1以可靠的方式发送消息,保证消息能够按顺序发送和接收,但开销比不可靠传输更大。当你想确保事件一定能被对方接收到时使用此方式

SkyMode​

云朵和天空渲染预设

Used by Sky.SetSkyMode.

LabelValueDescription
SkyMode.VolumetricClouds0使用 3D 体积云层
SkyMode.StaticClouds1旨在模拟体积云的外观,但采用静态云贴图。性能开销远低于体积云。
SkyMode.DynamicClouds2D2使用简单的 2D 动态云
SkyMode.NoClouds3禁用所有形式的动态云
SkyMode.VolumetricAurora4将云替换为全 3D 体积极光,比 2D 效果更逼真。
SkyMode.Space5关闭所有天空颜色、大气散射、云层等。专门用于设置在外太空中、且相机下方没有行星/地面的环境。

SoundLoopMode​

声音是否循环

Used by Sound Default Constructor.

LabelValueDescription
SoundLoopMode.Default0资产中定义的默认值
SoundLoopMode.Forever1覆盖资产设置,使其无限循环
SoundLoopMode.Never2覆盖资产设置,使其仅播放一次

SoundType​

声音类别,用于应用用户的音量设置

Used by Sound.GetSoundType, Sound Default Constructor.

LabelValueDescription
SoundType.SFX0音效
SoundType.Music1音乐
SoundType.UI2用户界面音效
SoundType.Ambient3环境音效

SpawnMode​

用于在生成实体时控制何时完成生成并同步至客户端,从而能够一次性完成多项配置,避免将网络带宽和性能浪费在处于半生成状态的实体上

Used by Entity.SetSpawnMode, Cable Default Constructor, Character Default Constructor, CharacterSimple Default Constructor, Grenade Default Constructor, InstancedStaticMesh Default Constructor, Light Default Constructor, Melee Default Constructor, Particle Default Constructor, Prop Default Constructor, StaticMesh Default Constructor, VehicleWheeled Default Constructor, VehicleWater Default Constructor, Weapon Default Constructor.

LabelValueDescription
SpawnMode.Immediate0调用构造函数时立即完成生成
SpawnMode.AfterConstructor1保持延迟生成。继承类会在其构造函数返回时自动完成生成;对于非继承类,其行为与 SpawnMode.Manual 相同
SpawnMode.Manual2保持延迟生成,直到手动调用 FinishSpawn()

StanceMode​

角色的姿势

Used by Character.GetStanceMode, Character.SetStanceMode, Character StanceModeChange Event, Character StanceModeChange Event.

LabelValueDescription
StanceMode.None0无姿势
StanceMode.Standing1站立
StanceMode.Crouching2下蹲
StanceMode.Proning3卧倒

SteeringType​

前轮转向方式

Used by VehicleWheeled.SetSteeringSetup.

LabelValueDescription
SteeringType.SingleAngle0两侧车轮的转向角度相同
SteeringType.AngleRatio1转弯时外侧车轮的转向角度按设定比例小于内侧车轮
SteeringType.Ackermann2应用阿克曼转向原理

SurfaceType​

物理表面类型,用于脚步声、撞击和粒子

Used by Melee.SetImpactSound.

LabelValueDescription
SurfaceType.Default0
SurfaceType.Carpet1
SurfaceType.Concrete2
SurfaceType.Grass3
SurfaceType.Gravel4
SurfaceType.Ground5
SurfaceType.MetalLight6
SurfaceType.Plastic7
SurfaceType.Sand8
SurfaceType.Snow9
SurfaceType.Water10
SurfaceType.WoodLight11
SurfaceType.Flesh12
SurfaceType.MetalHeavy13
SurfaceType.WoodHeavy14
SurfaceType.Ice15
SurfaceType.Mud16
SurfaceType.Rock17
SurfaceType.Thump18
SurfaceType.Glass19
SurfaceType.Rubber20
SurfaceType.Air21

SuspensionSweepShape​

用于检测每个车轮下方地面的形状

Used by VehicleWheeled.SetWheel.

LabelValueDescription
SuspensionSweepShape.Raycast0使用射线测定悬挂至地面的长度 - 最快
SuspensionSweepShape.Spherecast1使用球体测定悬挂至地面的长度
SuspensionSweepShape.Shapecast2使用车轮碰撞形状测定悬挂至地面的长度 - 最慢

SwimmingMode​

角色的游泳状态

Used by Character.GetSwimmingMode, Character SwimmingModeChange Event, Character SwimmingModeChange Event.

LabelValueDescription
SwimmingMode.None0未游泳
SwimmingMode.Surface1在水面游泳
SwimmingMode.Underwater2潜入水下

Text3DAlignCamera​

Text3D 相对于相机的旋转方式

Used by Text3D Default Constructor.

LabelValueDescription
Text3DAlignCamera.Unaligned0保持自身的旋转量
Text3DAlignCamera.AlignCameraRotation1旋转以匹配相机旋转
Text3DAlignCamera.FaceCamera2始终面向相机位置

Text3DBevelType​

Text3D 字符的斜角形状

Used by Text3D.SetGlyphSettings.

LabelValueDescription
Text3DBevelType.Linear0
Text3DBevelType.HalfCircle1
Text3DBevelType.Convex2
Text3DBevelType.Concave3
Text3DBevelType.OneStep4
Text3DBevelType.TwoSteps5
Text3DBevelType.Engraved6

Text3DHorizontalAlignment​

Text3D 的水平对齐方式

Used by Text3D.SetTextSettings.

LabelValueDescription
Text3DHorizontalAlignment.Left0
Text3DHorizontalAlignment.Center1
Text3DHorizontalAlignment.Right2

Text3DVerticalAlignment​

Text3D 的垂直对齐方式

Used by Text3D.SetTextSettings.

LabelValueDescription
Text3DVerticalAlignment.FirstLine0与第一行文本对齐
Text3DVerticalAlignment.Top1
Text3DVerticalAlignment.Center2
Text3DVerticalAlignment.Bottom3

TextRenderHorizontalAlignment​

TextRender 的水平对齐方式

Used by TextRender.SetAlignment, TextRender Default Constructor.

LabelValueDescription
TextRenderHorizontalAlignment.Left0
TextRenderHorizontalAlignment.Center1
TextRenderHorizontalAlignment.Right2

TextRenderRenderingType​

TextRender 的渲染方式

Used by TextRender Default Constructor.

LabelValueDescription
TextRenderRenderingType.Lit0受场景光照影响
TextRenderRenderingType.Unlit1忽略光照,始终保持最高亮度
TextRenderRenderingType.UnlitCameraAligned2不亮且始终面向相机
TextRenderRenderingType.UnlitCameraAlignedDepth3不亮、面向相机,但会被场景遮挡

TextRenderVerticalAlignment​

TextRender 的垂直对齐方式

Used by TextRender.SetAlignment, TextRender Default Constructor.

LabelValueDescription
TextRenderVerticalAlignment.Top0
TextRenderVerticalAlignment.Center1
TextRenderVerticalAlignment.Bottom2
TextRenderVerticalAlignment.QuadTop3与文本 Quad 顶部对齐

TraceMode​

跟踪选项,定义其返回内容和执行方式
💡TIP
This Enum supports Bitwise Operations!
LabelValueDescription
TraceMode.DrawDebug1 << 0是否绘制代表射线的 3D 线条
TraceMode.TraceComplex1 << 1是否应对复杂碰撞进行追踪
TraceMode.ReturnPhysicalMaterial1 << 2是否要在结果中包含物理材质(将 SurfaceType 添加到结果中)
TraceMode.ReturnEntity1 << 3是否要返回命中的实体(将 Entity 添加到结果中)
TraceMode.ReturnNames1 << 4是否应该返回名称(将 ActorName、ComponentName 和 BoneName 添加到结果中)
TraceMode.ReturnUV1 << 5是否要追踪并返回 UV 信息(将 UV 添加到结果中)
TraceMode.TraceOnlyVisibility1 << 6是否只对未忽略可见性碰撞通道的对象进行追踪
TraceMode.ReturnItem1 << 7是否应该返回关于被命中物品的额外数据(特定于命中图元 - 通常是实例索引)(将 Item 添加到结果中)

TriggerType​

触发器的形状

Used by Trigger Default Constructor.

LabelValueDescription
TriggerType.Sphere0
TriggerType.Box1

ViewMode​

角色的相机视角

Used by Character.GetViewMode, Character.SetViewMode, Character ViewModeChange Event, Character ViewModeChange Event.

LabelValueDescription
ViewMode.FPS0第一人称视角
ViewMode.TPS11第三人称近距离视角
ViewMode.TPS22第三人称中距离视角
ViewMode.TPS33第三人称远距离视角
ViewMode.TopDown4俯视视角

VOIPSetting​

玩家是否可在语音频道讲话及收听

Used by Player.SetVOIPGlobalAllChannelsSetting, Player.SetVOIPGlobalChannelSetting, Player.SetVOIPLocalSetting, Player VOIPGlobalChannelSettingChange Event, Player VOIPGlobalChannelSettingChange Event, Player VOIPLocalSettingChange Event, Player VOIPLocalSettingChange Event.

LabelValueDescription
VOIPSetting.None0无法讲话也无法收听
VOIPSetting.ListenOnly1仅可收听
VOIPSetting.SpeakOnly2仅可讲话
VOIPSetting.Both3可讲话也可收听

WeatherType​

天空的天气预设

Used by Sky.ChangeWeather, Sky.GetWeather.

LabelValueDescription
WeatherType.ClearSkies1
WeatherType.Cloudy2
WeatherType.Foggy3
WeatherType.Overcast4
WeatherType.PartlyCloudy5
WeatherType.Rain6
WeatherType.RainLight7
WeatherType.RainThunderstorm8
WeatherType.SandDustCalm9
WeatherType.SandDustStorm10
WeatherType.Snow11
WeatherType.SnowBlizzard12
WeatherType.SnowLight13

WebUIKeyType​

发送至 WebUI 的键盘事件类型

Used by WebUI.SendKeyEvent.

LabelValueDescription
WebUIKeyType.Down0按键按下
WebUIKeyType.Up1按键松开
WebUIKeyType.Char2字符键入

WebUIModifier​

WebUI 输入事件的修饰键和标识
💡TIP
This Enum supports Bitwise Operations!

Used by WebUI.SendKeyEvent, WebUI.SendMouseClickEvent, WebUI.SendMouseMoveEvent.

LabelValueDescription
WebUIModifier.None0
WebUIModifier.CapsLockOn1 << 0
WebUIModifier.ShiftDown1 << 1
WebUIModifier.ControlDown1 << 2
WebUIModifier.AltDown1 << 3
WebUIModifier.LeftMouseButton1 << 4
WebUIModifier.MiddleMouseButton1 << 5
WebUIModifier.RightMouseButton1 << 6
WebUIModifier.CommandDown1 << 7
WebUIModifier.NumLockOn1 << 8
WebUIModifier.IsKeyPad1 << 9
WebUIModifier.IsLeft1 << 10
WebUIModifier.IsRight1 << 11
WebUIModifier.AltgrDown1 << 12
WebUIModifier.IsRepeat1 << 13

WebUIMouseType​

用于 WebUI 输入事件的鼠标按键

Used by WebUI.SendMouseClickEvent.

LabelValueDescription
WebUIMouseType.Left0
WebUIMouseType.Right1
WebUIMouseType.Middle2

WidgetHorizontalAlignment​

控件在其槽位中的水平对齐方式

Used by Widget.SetSlotAlignment, Viewport.SetBrandingBarSettings.

LabelValueDescription
WidgetHorizontalAlignment.Fill0
WidgetHorizontalAlignment.Left1
WidgetHorizontalAlignment.Center2
WidgetHorizontalAlignment.Right3

WidgetSizeRule​

控件在盒体容器槽位中的尺寸规则

Used by Widget.SetSlotSize.

LabelValueDescription
WidgetSizeRule.Automatic0使用控件的期望尺寸
WidgetSizeRule.Fill1填满可用空间

WidgetSpace​

Widget3D 渲染在世界空间还是屏幕空间

Used by Widget.SpawnWidget3D.

LabelValueDescription
WidgetSpace.World0控件在世界中被渲染为网格体,它可以像世界中的任何其他网格体一样被遮挡
WidgetSpace.Screen1控件在屏幕上渲染,完全独立于世界之外,绝不会被遮挡

WidgetVerticalAlignment​

控件在其槽位中的垂直对齐方式

Used by Widget.SetSlotAlignment, Viewport.SetBrandingBarSettings.

LabelValueDescription
WidgetVerticalAlignment.Fill0
WidgetVerticalAlignment.Top1
WidgetVerticalAlignment.Center2
WidgetVerticalAlignment.Bottom3

WidgetVisibility​

WebUI 或控件的可见性

Used by WebUI.GetVisibility, WebUI.SetVisibility, WebUI Default Constructor, Widget.GetVisibility, Widget.SetVisibility.

LabelValueDescription
WidgetVisibility.Hidden0不渲染且不可交互
WidgetVisibility.Visible1渲染且可交互
WidgetVisibility.VisibleNotHitTestable2渲染但忽略鼠标