Class BossVisualSettings

Namespace
SurvivorsMaker.Presentation
Assembly
SurvivorsMaker.Presentation.dll

Boss Visual tuning; defaults are defined by the field initializers and can be overridden per game.

public sealed class BossVisualSettings
Inheritance
BossVisualSettings
Inherited Members

Constructors

BossVisualSettings()

public BossVisualSettings()

Fields

BurstColor

Burst Color in RGBA; alpha 0 = transparent, 1 = opaque.

[Tooltip("Burst Color in RGBA; alpha 0 = transparent, 1 = opaque.")]
public Color BurstColor

Field Value

Color

BurstRadius

Burst Radius in world units; use nonnegative sizes and signed offsets.

[Tooltip("Burst Radius in world units; use nonnegative sizes and signed offsets.")]
public float BurstRadius

Field Value

float

DefeatShake

Camera shake strength for boss defeat; 0 = none.

[Tooltip("Camera shake strength for boss defeat; 0 = none.")]
public float DefeatShake

Field Value

float

Enabled

Enable these visual effects; off skips this presentation feature without changing gameplay.

[Tooltip("Enable these visual effects; off skips this presentation feature without changing gameplay.")]
public bool Enabled

Field Value

bool

FlashColor

Flash Color in RGBA; alpha 0 = transparent, 1 = opaque.

[Tooltip("Flash Color in RGBA; alpha 0 = transparent, 1 = opaque.")]
public Color FlashColor

Field Value

Color

FlashSeconds

Flash Seconds in seconds; nonnegative.

[Tooltip("Flash Seconds in seconds; nonnegative.")]
public float FlashSeconds

Field Value

float

GlowColor

Glow Color in RGBA; alpha 0 = transparent, 1 = opaque.

[Tooltip("Glow Color in RGBA; alpha 0 = transparent, 1 = opaque.")]
public Color GlowColor

Field Value

Color

GlowPulseFrequency

Glow Pulse Frequency; animation oscillation rate per second, 0 = no oscillation.

[Tooltip("Glow Pulse Frequency; animation oscillation rate per second, 0 = no oscillation.")]
public float GlowPulseFrequency

Field Value

float

GlowScale

Glow size relative to body width; 1 = body width.

[Tooltip("Glow size relative to body width; 1 = body width.")]
public float GlowScale

Field Value

float

PhaseShake

Camera shake strength for a boss phase change; 0 = none.

[Tooltip("Camera shake strength for a boss phase change; 0 = none.")]
public float PhaseShake

Field Value

float

PunchScale

Additional boss sprite scale during a hit punch; 0 = no punch.

[Tooltip("Additional boss sprite scale during a hit punch; 0 = no punch.")]
public float PunchScale

Field Value

float

PunchSeconds

Punch Seconds in seconds; nonnegative.

[Tooltip("Punch Seconds in seconds; nonnegative.")]
public float PunchSeconds

Field Value

float

Scale

Visual scale on top of the catalog scale and the elite scale.

[Tooltip("Additional visual scale multiplier; 1 = unchanged. Does not change collision radii.")]
public float Scale

Field Value

float

ShadowColor

Shadow Color in RGBA; alpha 0 = transparent, 1 = opaque.

[Tooltip("Shadow Color in RGBA; alpha 0 = transparent, 1 = opaque.")]
public Color ShadowColor

Field Value

Color

ShadowSize

Shadow size relative to the body sprite's width.

[Tooltip("Shadow width and height relative to body width; nonnegative scale factors.")]
public Vector2 ShadowSize

Field Value

Vector2

SpawnShake

Camera shake strength for boss spawn; 0 = none.

[Tooltip("Camera shake strength for boss spawn; 0 = none.")]
public float SpawnShake

Field Value

float