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#382 Extended CL enums definitions #386
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AutumnThyme
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Resolve questions/proposal before I can close
Assets/Scripts/CustomLogic/Builtin/Enums/CustomLogicAnimationEnum.cs
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Assets/Scripts/CustomLogic/Builtin/Enums/CustomLogicOutlineModeEnum.cs
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Complete migration guide for other CL developers: |
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tbd:
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List of important changes for CL devs to do; we'll have to pass it on the upcoming release:
Rigidbodyusage fromMapObject.GetComponent("Rigidbody")toMapObject.Rigidbody.Rigidbody.AddForceOptimizedorRigidbody.AddTorqueOptimized=> Change usage toRigidbody.AddForceandRigidbody.AddTorque. (I have migrated all builtins that was in the main, Hex might be the only one who have anything incoming related to this)Rigidbody.AddTorque&Rigidbody.AddForcechange force mode argument from raw string/int toForceModeEnum.*Character.AddForcechange force mode argument from raw string/int toForceModeEnum.*.VisualElementchanges you have to do using Enums: (this is for Hex only, since it wasn't released yet)FlexDirectionAlignItemsJustifyContentAlignSelfTextAlignTextOverflowOverflowXOverflowYTransformRotateFontStyleCharacter.AddOutlineuse Enum outline mode; on the next update after release it will be broken.Human.SetWeaponuse Enum for weapon; on the next update after release it will be broken.Game.SpawnEffect&Game.SpawnUnscaledEffect- use Enums for theeffectName&tsKillSound; on the next update after release it will be broken.