Class WeaponFieldSettings
- Namespace
- SurvivorsMaker.Presentation
- Assembly
- SurvivorsMaker.Presentation.dll
Orbiting blades and aura rings drawn from weapon state.
public sealed class WeaponFieldSettings
- Inheritance
-
WeaponFieldSettings
- Inherited Members
Constructors
WeaponFieldSettings()
public WeaponFieldSettings()
Fields
AuraFillColor
Aura Fill Color in RGBA; alpha 0 = transparent, 1 = opaque.
[Tooltip("Aura Fill Color in RGBA; alpha 0 = transparent, 1 = opaque.")]
public Color AuraFillColor
Field Value
- Color
AuraPulseAlpha
Aura pulse opacity fraction from 0 to 1; 0 = invisible.
[Tooltip("Aura pulse opacity fraction from 0 to 1; 0 = invisible.")]
[Range(0, 1)]
public float AuraPulseAlpha
Field Value
AuraPulseSeconds
Aura Pulse Seconds in seconds; nonnegative.
[Tooltip("Aura Pulse Seconds in seconds; nonnegative.")]
public float AuraPulseSeconds
Field Value
AuraRingColor
Aura Ring Color in RGBA; alpha 0 = transparent, 1 = opaque.
[Tooltip("Aura Ring Color in RGBA; alpha 0 = transparent, 1 = opaque.")]
public Color AuraRingColor
Field Value
- Color
AuraRotateDegreesPerSecond
Aura Rotate Degrees Per Second; degrees per second, 0 = no rotation.
[Tooltip("Aura Rotate Degrees Per Second; degrees per second, 0 = no rotation.")]
public float AuraRotateDegreesPerSecond
Field Value
AuraSortingOrder
Aura Sorting Order; sprite sorting order, higher draws in front.
[Tooltip("Aura Sorting Order; sprite sorting order, higher draws in front.")]
public int AuraSortingOrder
Field Value
BladeGlowColor
Blade Glow Color in RGBA; alpha 0 = transparent, 1 = opaque.
[Tooltip("Blade Glow Color in RGBA; alpha 0 = transparent, 1 = opaque.")]
public Color BladeGlowColor
Field Value
- Color
BladeGlowScale
Glow size relative to the blade sprite; 1 = blade size.
[Tooltip("Glow size relative to the blade sprite; 1 = blade size.")]
public float BladeGlowScale
Field Value
BladeRotationOffset
Added to the outward angle; sprites drawn pointing up use -90.
[Tooltip("Blade Rotation Offset in world units; use nonnegative sizes and signed offsets.")]
public float BladeRotationOffset
Field Value
BladeSortingOrder
Blade Sorting Order; sprite sorting order, higher draws in front.
[Tooltip("Blade Sorting Order; sprite sorting order, higher draws in front.")]
public int BladeSortingOrder
Field Value
BladeSpinDegreesPerSecond
Blade Spin Degrees Per Second; degrees per second, 0 = no rotation.
[Tooltip("Blade Spin Degrees Per Second; degrees per second, 0 = no rotation.")]
public float BladeSpinDegreesPerSecond
Field Value
BladeTint
Blade Tint in RGBA; alpha 0 = transparent, 1 = opaque.
[Tooltip("Blade Tint in RGBA; alpha 0 = transparent, 1 = opaque.")]
public Color BladeTint
Field Value
- Color
BladeVisualScale
Procedural blade size relative to the blade's hit diameter.
[Tooltip("Blade size relative to its hit diameter; 1 = hit diameter.")]
public float BladeVisualScale
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
HideHeldWeapon
Orbit and aura weapons do not also draw the held weapon sprite.
[Tooltip("Hide the held sprite for orbit and aura weapons; their field visuals remain visible.")]
public bool HideHeldWeapon
Field Value
MinBladeSize
Min Blade Size in world units; use nonnegative sizes and signed offsets.
[Tooltip("Min Blade Size in world units; use nonnegative sizes and signed offsets.")]
public float MinBladeSize
Field Value
TrailAlpha
Trail opacity fraction from 0 to 1; 0 = invisible.
[Tooltip("Trail opacity fraction from 0 to 1; 0 = invisible.")]
[Range(0, 1)]
public float TrailAlpha
Field Value
TrailGhosts
Trailing blade images per blade; nonnegative, 0 = no trail.
[Tooltip("Trailing blade images per blade; nonnegative, 0 = no trail.")]
public int TrailGhosts
Field Value
TrailSpacingDegrees
Trail Spacing Degrees; angle in degrees.
[Tooltip("Trail Spacing Degrees; angle in degrees.")]
public float TrailSpacingDegrees