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