using System;
using System.ComponentModel;
using System.ComponentModel.DataAnnotations;
using NewHorizons.Utility;
using Newtonsoft.Json;
namespace NewHorizons.External.Modules
{
[JsonObject]
public class SignalModule
{
///
/// List of signals to add (Why did xen do it like this)
///
public SignalInfo[] signals;
[JsonObject]
public class SignalInfo : PropModule.PositionedPropInfo
{
[Obsolete("audioClip is deprecated, please use audio instead")]
public string audioClip;
[Obsolete("audioFilePath is deprecated, please use audio instead")]
public string audioFilePath;
///
/// The audio to use. Can be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list.
///
public string audio;
///
/// How close the player must get to the signal to detect it. This is when you get the "Unknown Signal Detected"
/// notification.
///
[Range(0f, double.MaxValue)] public float detectionRadius;
///
/// The frequency ID of the signal. The built-in game values are `Default`, `Traveler`, `Quantum`, `EscapePod`,
/// `Statue`, `WarpCore`, `HideAndSeek`, and `Radio`. You can also put a custom value.
///
public string frequency;
///
/// How close the player must get to the signal to identify it. This is when you learn its name.
///
[DefaultValue(10f)] [Range(0f, double.MaxValue)]
public float identificationRadius = 10f;
///
/// Only set to `true` if you are putting this signal inside a cloaking field.
///
public bool insideCloak;
///
/// The unique ID of the signal.
///
public string name;
///
/// `false` if the player can hear the signal without equipping the signal-scope.
///
[DefaultValue(true)] public bool onlyAudibleToScope = true;
///
/// A ship log fact to reveal when the signal is identified.
///
[DefaultValue("")] public string reveals = "";
///
/// Radius of the sphere giving off the signal.
///
[DefaultValue(1f)] public float sourceRadius = 1f;
}
}
}