using NewHorizons.Utility;
using Newtonsoft.Json;
using System.ComponentModel;
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
{
///
/// Position of the signal's source
///
public MVector3 Position;
///
/// 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;
///
/// The unique ID of the signal.
///
public string Name;
///
/// Name of an existing AudioClip in the game that will player over the signal.
///
public string AudioClip;
///
/// Relative filepath to the .wav file to use as the audio. Mutually exclusive with audioClip.
///
public string AudioFilePath;
///
/// 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;
///
/// How close the player must get to the signal to detect it. This is when you get the "Unknown Signal Detected" notification.
///
public float DetectionRadius;
///
/// How close the player must get to the signal to identify it. This is when you learn its name.
///
[DefaultValue(10f)]
public float IdentificationRadius = 10f;
///
/// `false` if the player can hear the signal without equipping the signal-scope.
///
[DefaultValue(true)]
public bool OnlyAudibleToScope = true;
///
/// Only set to `true` if you are putting this signal inside a cloaking field.
///
public bool InsideCloak;
}
}
}