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

float

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

float

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

int

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

float

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

int

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

int

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

int

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

string

PlayerFromRunCharacter

[Tooltip("Show the run's character (its view catalog entry) as the player. Off = always PlayerDefinitionId.")]
public bool PlayerFromRunCharacter

Field Value

bool

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

int

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

int

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

int

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

string

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

int

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

int

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