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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
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394 lines
12 KiB
C#
394 lines
12 KiB
C#
using NewHorizons.External.Modules.Audio;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Converters;
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using System.ComponentModel;
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using System.ComponentModel.DataAnnotations;
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using System.Runtime.Serialization;
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namespace NewHorizons.External.Modules.Volumes
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{
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[JsonObject]
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public class VolumeInfo : GeneralPointPropInfo
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{
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/// <summary>
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/// The radius of this volume.
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/// </summary>
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[DefaultValue(1f)] public float radius = 1f;
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}
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[JsonObject]
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public class AudioVolumeInfo : PriorityVolumeInfo
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{
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/// <summary>
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/// The audio to use. Can be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list.
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/// </summary>
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public string audio;
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[DefaultValue("random")] public ClipSelectionType clipSelection = ClipSelectionType.RANDOM;
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/// <summary>
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/// The audio track of this audio volume
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/// </summary>
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[DefaultValue("environment")] public AudioMixerTrackName track = AudioMixerTrackName.Environment;
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/// <summary>
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/// Whether to loop this audio while in this audio volume or just play it once
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/// </summary>
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[DefaultValue(true)] public bool loop = true;
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/// <summary>
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/// The loudness of the audio
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/// </summary>
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[Range(0f, 1f)]
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[DefaultValue(1f)]
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public float volume = 1f;
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/// <summary>
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/// How long it will take to fade this sound in and out when entering/exiting this volume.
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/// </summary>
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[DefaultValue(2f)]
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public float fadeSeconds = 2f;
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/// <summary>
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/// Play the sound instantly without any fading.
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/// </summary>
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public bool noFadeFromBeginning;
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/// <summary>
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/// Randomize what time the audio starts at.
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/// </summary>
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public bool randomizePlayhead;
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/// <summary>
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/// Pause the music when exiting the volume.
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/// </summary>
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public bool pauseOnFadeOut;
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}
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[JsonObject]
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public class NotificationVolumeInfo : VolumeInfo
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{
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/// <summary>
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/// What the notification will show for.
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/// </summary>
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[DefaultValue("all")] public NotificationTarget target = NotificationTarget.All;
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/// <summary>
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/// The notification that will play when you enter this volume.
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/// </summary>
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public NotificationInfo entryNotification;
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/// <summary>
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/// The notification that will play when you exit this volume.
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/// </summary>
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public NotificationInfo exitNotification;
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[JsonObject]
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public class NotificationInfo
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{
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/// <summary>
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/// The message that will be displayed.
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/// </summary>
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public string displayMessage;
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/// <summary>
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/// The duration this notification will be displayed.
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/// </summary>
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[DefaultValue(5f)] public float duration = 5f;
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}
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[JsonConverter(typeof(StringEnumConverter))]
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public enum NotificationTarget
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{
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[EnumMember(Value = @"all")] All = 0,
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[EnumMember(Value = @"ship")] Ship = 1,
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[EnumMember(Value = @"player")] Player = 2,
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}
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}
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[JsonObject]
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public class HazardVolumeInfo : VolumeInfo
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{
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/// <summary>
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/// The type of hazard for this volume.
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/// </summary>
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[DefaultValue("general")] public HazardType type = HazardType.GENERAL;
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/// <summary>
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/// The amount of damage you will take per second while inside this volume.
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/// </summary>
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[DefaultValue(10f)] public float damagePerSecond = 10f;
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/// <summary>
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/// The type of damage you will take when you first touch this volume.
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/// </summary>
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[DefaultValue("impact")] public InstantDamageType firstContactDamageType = InstantDamageType.Impact;
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/// <summary>
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/// The amount of damage you will take when you first touch this volume.
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/// </summary>
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public float firstContactDamage;
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[JsonConverter(typeof(StringEnumConverter))]
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public enum HazardType
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{
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[EnumMember(Value = @"none")] NONE = 0,
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[EnumMember(Value = @"general")] GENERAL = 1,
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[EnumMember(Value = @"ghostMatter")] DARKMATTER = 2,
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[EnumMember(Value = @"heat")] HEAT = 4,
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[EnumMember(Value = @"fire")] FIRE = 8,
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[EnumMember(Value = @"sandfall")] SANDFALL = 16,
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[EnumMember(Value = @"electricity")] ELECTRICITY = 32,
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[EnumMember(Value = @"rapids")] RAPIDS = 64,
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[EnumMember(Value = @"riverHeat")] RIVERHEAT = 128,
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}
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[JsonConverter(typeof(StringEnumConverter))]
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public enum InstantDamageType
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{
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[EnumMember(Value = @"impact")] Impact,
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[EnumMember(Value = @"puncture")] Puncture,
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[EnumMember(Value = @"electrical")] Electrical
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}
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}
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[JsonObject]
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public class VanishVolumeInfo : VolumeInfo
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{
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/// <summary>
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/// Whether the bodies will shrink when they enter this volume or just disappear instantly.
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/// </summary>
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[DefaultValue(true)] public bool shrinkBodies = true;
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/// <summary>
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/// Whether this volume only affects the player and ship.
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/// </summary>
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public bool onlyAffectsPlayerAndShip;
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}
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[JsonObject]
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public class DestructionVolumeInfo : VanishVolumeInfo
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{
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/// <summary>
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/// The type of death the player will have if they enter this volume.
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/// </summary>
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[DefaultValue("default")] public DeathType deathType = DeathType.Default;
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}
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[JsonObject]
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public class OxygenVolumeInfo : VolumeInfo
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{
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/// <summary>
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/// Does this volume contain trees? This will change the notification from "Oxygen tank refilled" to "Trees detected, oxygen tank refilled".
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/// </summary>
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public bool treeVolume;
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/// <summary>
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/// Whether to play the oxygen tank refill sound or just fill quietly.
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/// </summary>
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[DefaultValue(true)] public bool playRefillAudio = true;
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}
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[JsonObject]
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public class FluidVolumeInfo : PriorityVolumeInfo
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{
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/// <summary>
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/// Density of the fluid. The higher the density, the harder it is to go through this fluid.
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/// </summary>
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[DefaultValue(1.2f)] public float density = 1.2f;
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/// <summary>
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/// The type of fluid for this volume.
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/// </summary>
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public FluidType type;
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/// <summary>
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/// Should the player and rafts align to this fluid.
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/// </summary>
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[DefaultValue(true)] public bool alignmentFluid = true;
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/// <summary>
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/// Should the ship align to the fluid by rolling.
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/// </summary>
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public bool allowShipAutoroll;
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/// <summary>
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/// Disable this fluid volume immediately?
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/// </summary>
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public bool disableOnStart;
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[JsonConverter(typeof(StringEnumConverter))]
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public enum FluidType
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{
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[EnumMember(Value = @"none")] NONE = 0,
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[EnumMember(Value = @"air")] AIR,
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[EnumMember(Value = @"water")] WATER,
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[EnumMember(Value = @"cloud")] CLOUD,
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[EnumMember(Value = @"sand")] SAND,
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[EnumMember(Value = @"plasma")] PLASMA,
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[EnumMember(Value = @"fog")] FOG
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}
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}
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[JsonObject]
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public class ProbeModule
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{
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/// <summary>
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/// Add probe destruction volumes to this planet. These will delete your probe.
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/// </summary>
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public VolumeInfo[] destructionVolumes;
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/// <summary>
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/// Add probe safety volumes to this planet. These will stop the probe destruction volumes from working.
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/// </summary>
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public VolumeInfo[] safetyVolumes;
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}
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[JsonObject]
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public class VisorEffectModule
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{
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/// <summary>
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/// Add visor frost effect volumes to this planet. This is the ghost matter effect.
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/// </summary>
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public FrostEffectVolumeInfo[] frostEffectVolumes;
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/// <summary>
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/// Add visor rain effect volumes to this planet. You can see this on Giant's Deep.
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/// </summary>
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public RainEffectVolumeInfo[] rainEffectVolumes;
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[JsonObject]
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public class FrostEffectVolumeInfo : PriorityVolumeInfo
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{
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/// <summary>
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/// The rate at which the frost effect will get stronger
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/// </summary>
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[DefaultValue(0.5f)]
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public float frostRate = 0.5f;
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/// <summary>
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/// The maximum strength of frost this volume can give
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/// </summary>
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[Range(0f, 1f)]
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[DefaultValue(0.91f)]
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public float maxFrost = 0.91f;
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}
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[JsonObject]
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public class RainEffectVolumeInfo : PriorityVolumeInfo
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{
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/// <summary>
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/// The rate at which the rain droplet effect will happen
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/// </summary>
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[DefaultValue(0.1f)]
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public float dropletRate = 10f;
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/// <summary>
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/// The rate at which the rain streak effect will happen
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/// </summary>
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[DefaultValue(1f)]
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public float streakRate = 1f;
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}
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}
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[JsonObject]
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public class RulesetModule
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{
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/// <summary>
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/// Add anti travel music rulesets to this planet.
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/// </summary>
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public VolumeInfo[] antiTravelMusicRulesets;
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/// <summary>
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/// Add player impact rulesets to this planet.
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/// </summary>
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public PlayerImpactRulesetInfo[] playerImpactRulesets;
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/// <summary>
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/// Add probe rulesets to this planet.
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/// </summary>
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public ProbeRulesetInfo[] probeRulesets;
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/// <summary>
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/// Add thrust rulesets to this planet.
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/// </summary>
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public ThrustRulesetInfo[] thrustRulesets;
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[JsonObject]
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public class PlayerImpactRulesetInfo : VolumeInfo
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{
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/// <summary>
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/// Minimum player impact speed. Player will take the minimum amount of damage if they impact something at this speed.
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/// </summary>
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[DefaultValue(20f)] public float minImpactSpeed = 20f;
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/// <summary>
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/// Maximum player impact speed. Players will die if they impact something at this speed.
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/// </summary>
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[DefaultValue(40f)] public float maxImpactSpeed = 40f;
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}
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[JsonObject]
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public class ProbeRulesetInfo : VolumeInfo
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{
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/// <summary>
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/// Should this ruleset override the probe's speed?
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/// </summary>
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public bool overrideProbeSpeed;
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/// <summary>
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/// The speed of the probe while in this ruleset volume.
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/// </summary>
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public float probeSpeed;
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/// <summary>
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/// Should this ruleset override the range of probe's light?
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/// </summary>
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public bool overrideLanternRange;
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/// <summary>
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/// The range of probe's light while in this ruleset volume.
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/// </summary>
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public float lanternRange;
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/// <summary>
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/// Stop the probe from attaching to anything while in this ruleset volume.
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/// </summary>
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public bool ignoreAnchor;
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}
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[JsonObject]
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public class ThrustRulesetInfo : VolumeInfo
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{
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/// <summary>
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/// Limit how fast you can fly with your ship while in this ruleset volume.
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/// </summary>
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[DefaultValue(float.PositiveInfinity)] public float thrustLimit = float.PositiveInfinity;
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/// <summary>
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/// Nerf the jetpack booster.
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/// </summary>
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public bool nerfJetpackBooster;
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/// <summary>
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/// How long the jetpack booster will be nerfed.
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/// </summary>
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[DefaultValue(0.5f)] public float nerfDuration = 0.5f;
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}
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}
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[JsonObject]
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public class SpeedTrapVolumeInfo : VolumeInfo
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{
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/// <summary>
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/// The speed the volume will slow you down to when you enter it.
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/// </summary>
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[DefaultValue(10f)]
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public float speedLimit = 10f;
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/// <summary>
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/// How fast it will slow down the player to the speed limit.
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/// </summary>
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[DefaultValue(3f)]
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public float acceleration = 3f;
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}
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}
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