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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
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77 lines
2.6 KiB
C#
77 lines
2.6 KiB
C#
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using NewHorizons.Utility;
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using System.ComponentModel;
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using Newtonsoft.Json;
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namespace NewHorizons.External.Props
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{
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[JsonObject]
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public class DetailInfo : GeneralPropInfo
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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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/// 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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/// 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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/// Scale the prop
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/// </summary>
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[DefaultValue(1f)] public float scale = 1f;
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/// <summary>
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/// Scale each axis of the prop. Overrides `scale`.
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/// </summary>
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public MVector3 stretch;
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/// <summary>
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/// If this value is not null, this prop will be quantum. Assign this field to the id of the quantum group it should be a part of. The group it is assigned to determines what kind of quantum object it is
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/// </summary>
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public string quantumGroupID;
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/// <summary>
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/// Should this detail stay loaded even if you're outside the sector (good for very large props)
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/// </summary>
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public bool keepLoaded;
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/// <summary>
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/// Should this object dynamically move around?
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/// This tries to make all mesh colliders convex, as well as adding a sphere collider in case the detail has no others.
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/// </summary>
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public bool hasPhysics;
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/// <summary>
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/// The mass of the physics object.
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/// Most pushable props use the default value, which matches the player mass.
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/// </summary>
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[DefaultValue(0.001f)] public float physicsMass = 0.001f;
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/// <summary>
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/// The radius that the added sphere collider will use for physics collision.
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/// If there's already good colliders on the detail, you can make this 0.
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/// </summary>
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[DefaultValue(1f)] public float physicsRadius = 1f;
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}
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}
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