Class DamageNumberSettings

Namespace
SurvivorsMaker.Presentation
Assembly
SurvivorsMaker.Presentation.dll

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

public sealed class DamageNumberSettings
Inheritance
DamageNumberSettings
Inherited Members

Constructors

DamageNumberSettings()

public DamageNumberSettings()

Fields

Bounds

World-space text rectangle width and height; positive.

[Tooltip("World-space text rectangle width and height; positive.")]
public Vector2 Bounds

Field Value

Vector2

Color

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

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

Field Value

Color

CritColor

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

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

Field Value

Color

CritScale

Damage-number scale multiplier for critical hits; 1 = ordinary size.

[Tooltip("Damage-number scale multiplier for critical hits; 1 = ordinary size.")]
public float CritScale

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

FadeStart

Fraction of number lifetime before fading starts, from 0 to 1.

[Tooltip("Fraction of number lifetime before fading starts, from 0 to 1.")]
public float FadeStart

Field Value

float

Font

TextMeshPro font asset; unassigned uses the available default font.

[Tooltip("TextMeshPro font asset; unassigned uses the available default font.")]
public TMP_FontAsset Font

Field Value

TMP_FontAsset

FontSize

TextMeshPro font size for world-space damage numbers; positive.

[Tooltip("TextMeshPro font size for world-space damage numbers; positive.")]
public float FontSize

Field Value

float

Lifetime

Lifetime in seconds; nonnegative.

[Tooltip("Lifetime in seconds; nonnegative.")]
public float Lifetime

Field Value

float

MaxActive

Maximum simultaneous visual instances; nonnegative, 0 disables new instances.

[Tooltip("Maximum simultaneous visual instances; nonnegative, 0 disables new instances.")]
public int MaxActive

Field Value

int

Offset

Offset in world units; use nonnegative sizes and signed offsets.

[Tooltip("Offset in world units; use nonnegative sizes and signed offsets.")]
public Vector3 Offset

Field Value

Vector3

OutlineColor

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

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

Field Value

Color

OutlineWidth

SDF outline (0–1 of the glyph's padding); keeps numbers readable over any background. 0 = off.

[Tooltip("SDF outline width fraction from 0 to 1; 0 = no outline.")]
[Range(0, 1)]
public float OutlineWidth

Field Value

float

PlayerColor

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

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

Field Value

Color

Prewarm

Objects created before use to reduce allocations; nonnegative, 0 = no prewarming.

[Tooltip("Objects created before use to reduce allocations; nonnegative, 0 = no prewarming.")]
public int Prewarm

Field Value

int

RiseSpeed

Rise Speed in world units per second; nonnegative.

[Tooltip("Rise Speed in world units per second; nonnegative.")]
public float RiseSpeed

Field Value

float

Shadow

Draw a shadow behind damage numbers; off omits the shadow.

[Tooltip("Draw a shadow behind damage numbers; off omits the shadow.")]
public bool Shadow

Field Value

bool

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

ShadowOffset

Shadow Offset in world units; use nonnegative sizes and signed offsets.

[Tooltip("Shadow Offset in world units; use nonnegative sizes and signed offsets.")]
public Vector2 ShadowOffset

Field Value

Vector2

SideDrift

Side Drift in world units per second; nonnegative.

[Tooltip("Side Drift in world units per second; nonnegative.")]
public float SideDrift

Field Value

float

SortingOrder

Sprite sorting order; larger values draw in front within the sorting layer.

[Tooltip("Sprite sorting order; larger values draw in front within the sorting layer.")]
public int SortingOrder

Field Value

int

StatusScale

Status damage (burn ticks) is drawn smaller, in the status colour.

[Tooltip("Damage-number scale multiplier for status ticks; 1 = ordinary size.")]
public float StatusScale

Field Value

float