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