mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 12:05:23 +01:00
598 lines
18 KiB
C#
598 lines
18 KiB
C#
using System.ComponentModel;
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using System.Runtime.Serialization;
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using NewHorizons.Utility;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Converters;
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namespace NewHorizons.External.Modules
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{
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[JsonObject]
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public class PropModule
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{
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/// <summary>
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/// Place props in predefined positions on the planet
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/// </summary>
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public DetailInfo[] details;
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/// <summary>
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/// Add dialogue triggers to this planet
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/// </summary>
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public DialogueInfo[] dialogue;
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/// <summary>
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/// Add ship log entry locations on this planet
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/// </summary>
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public EntryLocationInfo[] entryLocation;
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/// <summary>
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/// Add Geysers to this planet
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/// </summary>
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public GeyserInfo[] geysers;
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/// <summary>
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/// Add translatable text to this planet
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/// </summary>
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public NomaiTextInfo[] nomaiText;
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/// <summary>
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/// Details which will be shown from 50km away. Meant to be lower resolution.
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/// </summary>
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public DetailInfo[] proxyDetails;
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/// <summary>
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/// Add rafts to this planet
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/// </summary>
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public RaftInfo[] rafts;
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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 RevealInfo[] reveal;
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/// <summary>
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/// Scatter props around this planet's surface
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/// </summary>
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public ScatterInfo[] scatter;
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/// <summary>
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/// Add slideshows (from the DLC) to the planet
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/// </summary>
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public ProjectionInfo[] slideShows;
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/// <summary>
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/// Add tornadoes to this planet
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/// </summary>
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public TornadoInfo[] tornados;
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/// <summary>
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/// Add volcanoes to this planet
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/// </summary>
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public VolcanoInfo[] volcanoes;
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[JsonObject]
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public class ScatterInfo
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{
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/// <summary>
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/// Relative filepath to an asset-bundle"
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/// </summary>
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public string assetBundle;
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/// <summary>
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/// Number of props to scatter
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/// </summary>
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public int count;
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/// <summary>
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/// Offset this prop once it is placed
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/// </summary>
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public MVector3 offset;
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/// <summary>
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/// Either the path in the scene hierarchy of the item to copy or the path to the object in the supplied asset bundle
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/// </summary>
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public string path;
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/// <summary>
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/// Rotate this prop once it is placed
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/// </summary>
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public MVector3 rotation;
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/// <summary>
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/// Scale this prop once it is placed
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/// </summary>
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public float scale = 1f;
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/// <summary>
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/// The number used as entropy for scattering the props
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/// </summary>
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public int seed;
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}
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[JsonObject]
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public class DetailInfo
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{
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/// <summary>
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/// Do we override rotation and try to automatically align this object to stand upright on the body's surface?
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/// </summary>
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public bool alignToNormal;
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/// <summary>
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/// Relative filepath to an asset-bundle to load the prefab defined in `path` from/
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/// </summary>
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public string assetBundle;
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/// <summary>
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/// [DEPRECATED] Path to the .mtl file to load a 3d model from
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/// </summary>
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public string mtlFilePath;
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/// <summary>
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/// [DEPRECATED] Path to the .obj file to load a 3d model from
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/// </summary>
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public string objFilePath;
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/// <summary>
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/// Either the path in the scene hierarchy of the item to copy or the path to the object in the supplied asset bundle
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/// </summary>
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public string path;
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/// <summary>
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/// Position of this prop relative to the body's center
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/// </summary>
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public MVector3 position;
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/// <summary>
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/// A list of children to remove from this detail
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/// </summary>
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public string[] removeChildren;
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/// <summary>
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/// Do we reset all the components on this object? Useful for certain props that have dialogue components attached to
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/// them.
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/// </summary>
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public bool removeComponents;
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/// <summary>
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/// Rotate this prop
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/// </summary>
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public MVector3 rotation;
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/// <summary>
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/// Scale the prop
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/// </summary>
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[DefaultValue(1f)] public float scale = 1f;
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}
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[JsonObject]
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public class RaftInfo
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{
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/// <summary>
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/// Position of the raft
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/// </summary>
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public MVector3 position;
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}
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[JsonObject]
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public class GeyserInfo
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{
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/// <summary>
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/// Position of the geyser
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/// </summary>
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public MVector3 position;
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}
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[JsonObject]
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public class TornadoInfo
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{
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public enum TornadoType
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{
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[EnumMember(Value = @"downwards")] Downwards = 0,
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[EnumMember(Value = @"upwards")] Upwards = 1,
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[EnumMember(Value = @"hurricane")] Hurricane = 2
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}
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/// <summary>
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/// [DEPRECATED] Should this tornado shoot you down instead of up?
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/// </summary>
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public bool downwards;
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/// <summary>
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/// Alternative to setting the position. Will choose a random place at this elevation.
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/// </summary>
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public float elevation;
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/// <summary>
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/// The height of this tornado.
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/// </summary>
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[DefaultValue(30f)] public float height = 30f;
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/// <summary>
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/// Position of the tornado
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/// </summary>
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public MVector3 position;
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/// <summary>
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/// The colour of the tornado.
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/// </summary>
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public MColor tint;
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/// <summary>
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/// What type of cyclone should this be? Upwards and downwards are both tornados and will push in that direction.
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/// </summary>
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[JsonConverter(typeof(StringEnumConverter))]
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public TornadoType type = TornadoType.Downwards;
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/// <summary>
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/// Angular distance from the starting position that it will wander, in terms of the angle around the x-axis.
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/// </summary>
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[DefaultValue(45f)] public float wanderDegreesX = 45f;
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/// <summary>
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/// Angular distance from the starting position that it will wander, in terms of the angle around the z-axis.
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/// </summary>
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[DefaultValue(45f)] public float wanderDegreesZ = 45f;
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/// <summary>
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/// The rate at which the tornado will wander around the planet. Set to 0 for it to be stationary. Should be around
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/// 0.1.
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/// </summary>
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public float wanderRate;
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}
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[JsonObject]
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public class VolcanoInfo
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{
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/// <summary>
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/// The colour of the meteor's lava.
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/// </summary>
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public MColor lavaTint;
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/// <summary>
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/// Maximum time between meteor launches.
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/// </summary>
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public float maxInterval = 20f;
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/// <summary>
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/// Maximum random speed at which meteors are launched.
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/// </summary>
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public float maxLaunchSpeed = 150f;
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/// <summary>
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/// Minimum time between meteor launches.
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/// </summary>
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public float minInterval = 5f;
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/// <summary>
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/// Minimum random speed at which meteors are launched.
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/// </summary>
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public float minLaunchSpeed = 50f;
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/// <summary>
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/// Position of this volcano
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/// </summary>
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public MVector3 position;
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/// <summary>
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/// Scale of this volcano
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/// </summary>
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public float scale = 1;
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/// <summary>
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/// The colour of the meteor's stone.
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/// </summary>
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public MColor stoneTint;
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}
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[JsonObject]
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public class DialogueInfo
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{
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/// <summary>
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/// Prevents the dialogue from being created after a specific persistent condition is set. Useful for remote dialogue
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/// triggers that you want to have happen only once.
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/// </summary>
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public string blockAfterPersistentCondition;
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/// <summary>
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/// If a pathToAnimController is supplied, if you are within this distance the character will look at you. If it is set
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/// to 0, they will only look at you when spoken to.
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/// </summary>
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public float lookAtRadius;
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/// <summary>
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/// If this dialogue is meant for a character, this is the relative path from the planet to that character's
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/// CharacterAnimController or SolanumAnimController.
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/// </summary>
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public string pathToAnimController;
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/// <summary>
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/// When you enter into dialogue, you will look here.
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/// </summary>
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public MVector3 position;
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/// <summary>
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/// Radius of the spherical collision volume where you get the "talk to" prompt when looking at. If you use a
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/// remoteTriggerPosition, you can set this to 0 to make the dialogue only trigger remotely.
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/// </summary>
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public float radius = 1f;
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/// <summary>
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/// Allows you to trigger dialogue from a distance when you walk into an area.
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/// </summary>
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public MVector3 remoteTriggerPosition;
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/// <summary>
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/// The radius of the remote trigger volume.
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/// </summary>
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public float remoteTriggerRadius;
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/// <summary>
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/// Relative path to the xml file defining the dialogue.
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/// </summary>
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public string xmlFile;
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}
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[JsonObject]
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public class RevealInfo
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{
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public enum RevealVolumeType
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{
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[EnumMember(Value = @"enter")] Enter = 0,
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[EnumMember(Value = @"observe")] Observe = 1,
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[EnumMember(Value = @"snapshot")] Snapshot = 2
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}
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/// <summary>
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/// The max view angle (in degrees) the player can see the volume with to unlock the fact (`observe` only)
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/// </summary>
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public float maxAngle = 180f; // Observe Only
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/// <summary>
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/// The max distance the user can be away from the volume to reveal the fact (`snapshot` and `observe` only)
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/// </summary>
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public float maxDistance = -1f; // Snapshot & Observe Only
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/// <summary>
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/// The position to place this volume at
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/// </summary>
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public MVector3 position;
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/// <summary>
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/// The radius of this reveal volume
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/// </summary>
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public float radius = 1f;
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/// <summary>
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/// What needs to be done to the volume to unlock the facts
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/// </summary>
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[JsonConverter(typeof(StringEnumConverter))]
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public RevealVolumeType revealOn = RevealVolumeType.Enter;
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/// <summary>
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/// A list of facts to reveal
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/// </summary>
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public string[] reveals;
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}
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[JsonObject]
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public class EntryLocationInfo
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{
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/// <summary>
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/// Whether this location is cloaked
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/// </summary>
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public bool cloaked;
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/// <summary>
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/// ID of the entry this location relates to
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/// </summary>
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public string id;
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/// <summary>
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/// The position of this entry location
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/// </summary>
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public MVector3 position;
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}
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[JsonObject]
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public class NomaiTextInfo
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{
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public enum NomaiTextType
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{
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[EnumMember(Value = @"wall")] Wall = 0,
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[EnumMember(Value = @"scroll")] Scroll = 1,
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[EnumMember(Value = @"Computer")] Computer = 2,
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[EnumMember(Value = @"Cairn")] Cairn = 3,
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[EnumMember(Value = @"Recorder")] Recorder = 4
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}
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/// <summary>
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/// Additional information about each arc in the text
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/// </summary>
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public NomaiTextArcInfo[] arcInfo;
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/// <summary>
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/// The normal vector for this object. Used for writing on walls and positioning computers.
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/// </summary>
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public MVector3 normal;
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/// <summary>
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/// Position of the root of this text
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/// </summary>
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public MVector3 position;
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/// <summary>
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/// The euler angle rotation of this object. Not required if setting the normal. Computers and cairns will orient
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/// themselves to the surface of the planet automatically.
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/// </summary>
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public MVector3 rotation;
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/// <summary>
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/// The random seed used to pick what the text arcs will look like.
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/// </summary>
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public int seed; // For randomizing arcs
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/// <summary>
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/// The type of object this is.
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/// </summary>
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[JsonConverter(typeof(StringEnumConverter))]
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public NomaiTextType type = NomaiTextType.Wall;
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/// <summary>
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/// The relative path to the xml file for this object.
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/// </summary>
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public string xmlFile;
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}
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[JsonObject]
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public class NomaiTextArcInfo
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{
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public enum NomaiTextArcType
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{
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[EnumMember(Value = @"adult")] Adult = 0,
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[EnumMember(Value = @"child")] Child = 1,
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[EnumMember(Value = @"stranger")] Stranger = 2
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}
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/// <summary>
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/// The local position of this object on the wall.
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/// </summary>
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public MVector2 position;
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/// <summary>
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/// The type of text to display.
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/// </summary>
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public NomaiTextArcType type = NomaiTextArcType.Adult;
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/// <summary>
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/// The z euler angle for this arc.
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/// </summary>
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public float zRotation;
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}
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[JsonObject]
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public class ProjectionInfo
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{
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public enum SlideShowType
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{
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[EnumMember(Value = @"slideReel")] SlideReel = 0,
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[EnumMember(Value = @"autoProjector")] AutoProjector = 1
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}
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/// <summary>
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/// The position of this slideshow.
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/// </summary>
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public MVector3 position;
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/// <summary>
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/// The ship log entries revealed after finishing this slide reel.
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/// </summary>
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public string[] reveals;
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/// <summary>
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/// The rotation of this slideshow.
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/// </summary>
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public MVector3 rotation;
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/// <summary>
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/// The list of slides for this object.
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/// </summary>
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public SlideInfo[] slides;
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/// <summary>
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/// The type of object this is.
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/// </summary>
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[JsonConverter(typeof(StringEnumConverter))]
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public SlideShowType type = SlideShowType.SlideReel;
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}
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[JsonObject]
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public class SlideInfo
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{
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/// <summary>
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/// Ambient light colour when viewing this slide.
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/// </summary>
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public MColor ambientLightColor;
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// SlideAmbientLightModule
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/// <summary>
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/// Ambient light intensity when viewing this slide.
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/// </summary>
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public float ambientLightIntensity;
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/// <summary>
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/// Ambient light range when viewing this slide.
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/// </summary>
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public float ambientLightRange;
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// SlideBackdropAudioModule
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/// <summary>
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/// The name of the AudioClip that will continuously play while watching these slides
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/// </summary>
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public string backdropAudio;
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/// <summary>
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/// The time to fade into the backdrop audio
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/// </summary>
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public float backdropFadeTime;
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// SlideBeatAudioModule
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/// <summary>
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/// The name of the AudioClip for a one-shot sound when opening the slide.
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/// </summary>
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public string beatAudio;
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/// <summary>
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/// The time delay until the one-shot audio
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/// </summary>
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public float beatDelay;
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// SlideBlackFrameModule
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/// <summary>
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/// Before viewing this slide, there will be a black frame for this many seconds.
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/// </summary>
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public float blackFrameDuration;
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/// <summary>
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/// The path to the image file for this slide.
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/// </summary>
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public string imagePath;
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// SlidePlayTimeModule
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/// <summary>
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/// Play-time duration for auto-projector slides.
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/// </summary>
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public float playTimeDuration;
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// SlideShipLogEntryModule
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/// <summary>
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/// Ship log entry revealed when viewing this slide
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/// </summary>
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public string reveal;
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/// <summary>
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/// Spotlight intensity modifier when viewing this slide.
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/// </summary>
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public float spotIntensityMod;
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}
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}
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} |