74 lines
2.5 KiB
C#

using NewHorizons.Utility;
using Newtonsoft.Json;
namespace NewHorizons.External.Modules
{
[JsonObject]
public class SignalModule
{
/// <summary>
/// List of signals to add (Why did xen do it like this)
/// </summary>
public SignalInfo[] Signals;
[JsonObject]
public class SignalInfo
{
/// <summary>
/// Position of the signal's source
/// </summary>
public MVector3 Position;
/// <summary>
/// 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.
/// </summary>
public string Frequency;
/// <summary>
/// The unique ID of the signal.
/// </summary>
public string Name;
/// <summary>
/// Name of an existing AudioClip in the game that will player over the signal.
/// </summary>
public string AudioClip;
/// <summary>
/// Relative filepath to the .wav file to use as the audio. Mutually exclusive with audioClip.
/// </summary>
public string AudioFilePath;
/// <summary>
/// A ship log fact to reveal when the signal is identified.
/// </summary>
public string Reveals = "";
/// <summary>
/// Radius of the sphere giving off the signal.
/// </summary>
public float SourceRadius = 1f;
/// <summary>
/// How close the player must get to the signal to detect it. This is when you get the "Unknown Signal Detected" notification.
/// </summary>
public float DetectionRadius;
/// <summary>
/// How close the player must get to the signal to identify it. This is when you learn its name.
/// </summary>
public float IdentificationRadius = 10f;
/// <summary>
/// `false` if the player can hear the signal without equipping the signal-scope.
/// </summary>
public bool OnlyAudibleToScope = true;
/// <summary>
/// Only set to `true` if you are putting this signal inside a cloaking field.
/// </summary>
public bool InsideCloak;
}
}
}