Class WorldViewSettings
- Namespace
- SurvivorsMaker.Presentation
- Assembly
- SurvivorsMaker.Presentation.dll
World View tuning; defaults are defined by the field initializers and can be overridden per game.
public sealed class WorldViewSettings
- Inheritance
-
WorldViewSettings
- Inherited Members
Constructors
WorldViewSettings()
public WorldViewSettings()
Fields
Depth
Depth in world units; use nonnegative sizes and signed offsets.
[Tooltip("Depth in world units; use nonnegative sizes and signed offsets.")]
public float Depth
Field Value
DirectionEpsilon
Minimum direction length for facing updates in world units; nonnegative.
[Tooltip("Minimum direction length for facing updates in world units; nonnegative.")]
public float DirectionEpsilon
Field Value
EnemyOrder
Enemy Order; sprite sorting order, higher draws in front.
[Tooltip("Enemy Order; sprite sorting order, higher draws in front.")]
public int EnemyOrder
Field Value
EnemyProjectileTint
Enemy Projectile Tint in RGBA; alpha 0 = transparent, 1 = opaque.
[Tooltip("Enemy Projectile Tint in RGBA; alpha 0 = transparent, 1 = opaque.")]
public Color EnemyProjectileTint
Field Value
- Color
EnemyTint
Enemy Tint in RGBA; alpha 0 = transparent, 1 = opaque.
[Tooltip("Enemy Tint in RGBA; alpha 0 = transparent, 1 = opaque.")]
public Color EnemyTint
Field Value
- Color
FallbackSize
Fallback Size in world units; use nonnegative sizes and signed offsets.
[Tooltip("Fallback Size in world units; use nonnegative sizes and signed offsets.")]
public float FallbackSize
Field Value
FriendlyProjectileTint
Friendly Projectile Tint in RGBA; alpha 0 = transparent, 1 = opaque.
[Tooltip("Friendly Projectile Tint in RGBA; alpha 0 = transparent, 1 = opaque.")]
public Color FriendlyProjectileTint
Field Value
- Color
InitialCapacity
Initial entity lookup capacity; nonnegative. Capacity grows during play as needed.
[Tooltip("Initial entity lookup capacity; nonnegative. Capacity grows during play as needed.")]
public int InitialCapacity
Field Value
MaxRetainedPerPool
Inactive views retained per pool; nonnegative, 0 retains none.
[Tooltip("Inactive views retained per pool; nonnegative, 0 retains none.")]
public int MaxRetainedPerPool
Field Value
PickupOrder
Pickup Order; sprite sorting order, higher draws in front.
[Tooltip("Pickup Order; sprite sorting order, higher draws in front.")]
public int PickupOrder
Field Value
PickupTint
Pickup Tint in RGBA; alpha 0 = transparent, 1 = opaque.
[Tooltip("Pickup Tint in RGBA; alpha 0 = transparent, 1 = opaque.")]
public Color PickupTint
Field Value
- Color
PlayerDefinitionId
[Tooltip("View catalog id of the player when the run's character has no entry of its own (or no session is bound).")]
public string PlayerDefinitionId
Field Value
PlayerFromRunCharacter
[Tooltip("Show the run's character (its view catalog entry) as the player. Off = always PlayerDefinitionId.")]
public bool PlayerFromRunCharacter
Field Value
PlayerOrder
Player Order; sprite sorting order, higher draws in front.
[Tooltip("Player Order; sprite sorting order, higher draws in front.")]
public int PlayerOrder
Field Value
PlayerTint
Player Tint in RGBA; alpha 0 = transparent, 1 = opaque.
[Tooltip("Player Tint in RGBA; alpha 0 = transparent, 1 = opaque.")]
public Color PlayerTint
Field Value
- Color
PrewarmPerPool
View instances created per pool before use; nonnegative, 0 = none.
[Tooltip("View instances created per pool before use; nonnegative, 0 = none.")]
public int PrewarmPerPool
Field Value
ProjectileOrder
Projectile Order; sprite sorting order, higher draws in front.
[Tooltip("Projectile Order; sprite sorting order, higher draws in front.")]
public int ProjectileOrder
Field Value
SortingLayer
Unity sorting-layer name used by generated entity sprites.
[Tooltip("Unity sorting-layer name used by generated entity sprites.")]
public string SortingLayer
Field Value
TelegraphOrder
Telegraph Order; sprite sorting order, higher draws in front.
[Tooltip("Telegraph Order; sprite sorting order, higher draws in front.")]
public int TelegraphOrder
Field Value
TelegraphTint
Telegraph Tint in RGBA; alpha 0 = transparent, 1 = opaque.
[Tooltip("Telegraph Tint in RGBA; alpha 0 = transparent, 1 = opaque.")]
public Color TelegraphTint
Field Value
- Color
WeaponOrder
Weapon Order; sprite sorting order, higher draws in front.
[Tooltip("Weapon Order; sprite sorting order, higher draws in front.")]
public int WeaponOrder
Field Value
WeaponTint
Weapon Tint in RGBA; alpha 0 = transparent, 1 = opaque.
[Tooltip("Weapon Tint in RGBA; alpha 0 = transparent, 1 = opaque.")]
public Color WeaponTint
Field Value
- Color