using System.Runtime.Serialization;
using NewHorizons.Utility;
using Newtonsoft.Json;
using System.ComponentModel;
using UnityEngine.Internal;
namespace NewHorizons.External.Modules
{
public enum GravityFallOff
{
[EnumMember(Value = @"linear")]
Linear = 0,
[EnumMember(Value = @"inverseSquared")]
InverseSquared = 1
}
[JsonObject]
public class BaseModule
{
///
/// If the body should have a marker on the map screen.
///
public bool HasMapMarker;
///
/// The intensity of light the dark side of the body should have. Timber Hearth has `1.4` for reference
///
public float AmbientLight;
///
/// The acceleration due to gravity felt as the surfaceSize. Timber Hearth has 12 for reference
///
public float SurfaceGravity;
///
/// How gravity falls off with distance. Most planets use linear but the sun and some moons use inverseSquared.
///
[JsonConverter(typeof(Newtonsoft.Json.Converters.StringEnumConverter))]
public GravityFallOff GravityFallOff = GravityFallOff.Linear;
///
/// A scale height used for a number of things. Should be the approximate radius of the body.
///
public float SurfaceSize;
///
/// An override for the radius of the planet's gravitational sphere of influence. Optional
///
public float SphereOfInfluence;
///
/// Radius of a simple sphere used as the ground for the planet. If you want to use more complex terrain, leave this as 0.
///
public float GroundSize;
///
/// If you want the body to have a tail like the Interloper.
///
public bool HasCometTail;
///
/// If it has a comet tail, it'll be oriented according to these Euler angles.
///
public MVector3 CometTailRotation;
///
/// Allows the object to be targeted on the map.
///
[System.ComponentModel.DefaultValue(true)]
public bool HasReferenceFrame = true;
///
/// Set this to true if you are replacing the sun with a different body. Only one object in a star system should ever have this set to true.
///
public bool CenterOfSolarSystem = false;
///
/// Radius of the cloaking field around the planet. It's a bit finicky so experiment with different values. If you don't want a cloak, leave this as 0.
///
public float CloakRadius = 0f;
///
/// Can this planet survive entering a star?
///
public bool InvulnerableToSun;
///
/// Do we show the minimap when walking around this planet?
///
[System.ComponentModel.DefaultValue(true)]
public bool ShowMinimap = true;
#region Obsolete
[System.Obsolete("IsSatellite is deprecated, please use ShowMinimap instead")] public bool IsSatellite;
[System.Obsolete("BlackHoleSize is deprecated, please use SingularityModule instead")] public float BlackHoleSize;
[System.Obsolete("LavaSize is deprecated, please use LavaModule instead")] public float LavaSize;
[System.Obsolete("WaterTint is deprecated, please use WaterModule instead")] public float WaterSize;
[System.Obsolete("WaterTint is deprecated, please use WaterModule instead")] public MColor WaterTint;
[System.Obsolete("HasAmbientLight is deprecated, please use AmbientLight instead")] public bool HasAmbientLight;
#endregion Obsolete
}
}