Aetheria/Assets/Scripts/Gameplay/GameSettings.cs
Reinier Vens 2f088b5590 Heatstroke VFX
Filling the heatstroke meter now results in a postprocessing filter which increasingly distorts the player's view as they get closer to death.
2021-03-06 02:42:19 +00:00

44 lines
1.5 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "Sector Display Properties", menuName = "Aetheria/Sector Display Properties")]
public class GameSettings : ScriptableObject
{
public float HeatstrokePhasingFloor = 0;
public float HeatstrokePhasingFrequency = 5;
public float WormholeDistanceRatio;
public float DefaultZoneRadius;
public float DefaultZoneMass;
public float DefaultViewDistance;
public float MinimapZoneGravityRange;
public float[] MinimapZoomLevels;
public int DefaultMinimapZoom;
public ExponentialCurve IconSize;
public int AsteroidMeshCount = 5;
public float MinimapAsteroidSize = 3;
public float PlanetRotationSpeed = 1;
public BodySettingsCollection[] BodySettingsCollections;
public PlanetSettings PlanetSettings;
public ZoneGenerationSettings ZoneSettings;
public GameplaySettings GameplaySettings;
public Color HullHitColor;
public Color ArmorHitColor;
public Color HardpointHitColor;
public Color GearHitColor;
public Gradient ArmorGradient;
public Gradient DurabilityGradient;
[HideInInspector] public Sprite[] ItemIcons;
}
[Serializable]
public class BodySettingsCollection
{
public float MinimumMass;
public CelestialBodySettings[] BodySettings;
}