using NewHorizons.External.Modules.Volumes.VolumeInfos; using Newtonsoft.Json; namespace NewHorizons.External.Modules.Volumes { [JsonObject] public class VolumesModule { /// /// Add audio volumes to this planet. /// public AudioVolumeInfo[] audioVolumes; /// /// Add condition trigger volumes to this planet. Sets a condition when the player, scout, or ship enters this volume. /// public ConditionTriggerVolumeInfo[] conditionTriggerVolumes; /// /// Add day night audio volumes to this planet. These volumes play a different clip depending on the time of day. /// public DayNightAudioVolumeInfo[] dayNightAudioVolumes; /// /// Add destruction volumes to this planet. /// Destroys bodies if they enter this volume. Can kill the player and recall the scout probe. /// public DestructionVolumeInfo[] destructionVolumes; /// /// Add fluid volumes to this planet. /// public FluidVolumeInfo[] fluidVolumes; /// /// Add force volumes to this planet. /// public ForceModule forces; /// /// Add hazard volumes to this planet. /// Causes damage to player when inside this volume. /// public HazardVolumeInfo[] hazardVolumes; /// /// Add interaction volumes to this planet. /// They can be interacted with by the player to trigger various effects. /// public InteractionVolumeInfo[] interactionVolumes; /// /// Add interference volumes to this planet. /// Hides HUD markers of ship scout/probe and prevents scout photos if you are not inside the volume together with ship or scout probe. /// public VolumeInfo[] interferenceVolumes; /// /// Add insulating volumes to this planet. /// These will stop electricty hazard volumes from affecting you (just like the jellyfish). /// public VolumeInfo[] insulatingVolumes; /// /// Add light source volumes to this planet. /// These will activate rafts and other light detectors. /// public VolumeInfo[] lightSourceVolumes; /// /// Add map restriction volumes to this planet. /// The map will be disabled when inside this volume. /// public VolumeInfo[] mapRestrictionVolumes; /// /// Add notification volumes to this planet. /// Sends a notification to the player just like ghost matter does when you get too close /// and also to the ship just like when you damage a component on the ship. /// public NotificationVolumeInfo[] notificationVolumes; /// /// Add oxygen volumes to this planet. /// public OxygenVolumeInfo[] oxygenVolumes; /// /// Add probe-specific volumes to this planet. /// public ProbeModule probe; /// /// Add reference frame blocker volumes to this planet. /// These will stop the player from seeing/targeting any reference frames. /// public VolumeInfo[] referenceFrameBlockerVolumes; /// /// Add repair volumes to this planet. /// public RepairVolumeInfo[] repairVolumes; /// /// Add triggers that reveal parts of the ship log on this planet. /// public RevealVolumeInfo[] revealVolumes; /// /// Add reverb volumes to this planet. Great for echoes in caves. /// public VolumeInfo[] reverbVolumes; /// /// Add ruleset volumes to this planet. /// public RulesetModule rulesets; /// /// Add speed trap volumes to this planet. /// Slows down the player when they enter this volume. /// public SpeedTrapVolumeInfo[] speedTrapVolumes; /// /// Add speed limiter volumes to this planet. /// Slows down the player, ship, and probe when they enter this volume. /// Used on the Stranger in DLC. /// public SpeedLimiterVolumeInfo[] speedLimiterVolumes; /// /// Add visor effect volumes to this planet. /// public VisorEffectModule visorEffects; /// /// Add zero-gravity volumes to this planet. /// Good for surrounding planets which are using a static position to stop the player being pulled away. /// public PriorityVolumeInfo[] zeroGravityVolumes; /// /// Entering this volume will load a new solar system. /// public ChangeStarSystemVolumeInfo[] solarSystemVolume; /// /// Enter this volume to be sent to the end credits scene /// public LoadCreditsVolumeInfo[] creditsVolume; } }