new-horizons/NewHorizons/External/Modules/AsteroidBeltModule.cs
Ben C cbd0109ea0 Merge branch 'dev' into schema-integration
# Conflicts:
#	NewHorizons/Builder/Body/FunnelBuilder.cs
#	NewHorizons/External/Configs/PlanetConfig.cs
#	NewHorizons/External/Configs/StarSystemConfig.cs
#	NewHorizons/External/Modules/AsteroidBeltModule.cs
#	NewHorizons/External/Modules/AtmosphereModule.cs
#	NewHorizons/External/Modules/BaseModule.cs
#	NewHorizons/External/Modules/OrbitModule.cs
#	NewHorizons/External/Modules/PropModule.cs
#	NewHorizons/External/Modules/ShipLogModule.cs
#	NewHorizons/External/Modules/SignalModule.cs
#	NewHorizons/External/Modules/VariableSize/FunnelModule.cs
#	NewHorizons/External/Modules/VariableSize/RingModule.cs
#	NewHorizons/External/Modules/VariableSize/SingularityModule.cs
#	NewHorizons/External/Modules/VariableSize/StarModule.cs
#	NewHorizons/Main.cs
2022-05-22 13:24:02 -04:00

59 lines
1.6 KiB
C#

using Newtonsoft.Json;
using UnityEngine.Internal;
using System.ComponentModel;
namespace NewHorizons.External.Modules
{
[JsonObject]
public class AsteroidBeltModule
{
/// <summary>
/// Lowest distance from the planet asteroids can spawn
/// </summary>
public float InnerRadius;
/// <summary>
/// Greatest distance from the planet asteroids can spawn
/// </summary>
public float OuterRadius;
/// <summary>
/// Minimum size of the asteroids.
/// </summary>
[DefaultValue(20)]
public float MinSize = 20;
/// <summary>
/// Maximum size of the asteroids.
/// </summary>
[DefaultValue(50)]
public float MaxSize = 50f;
/// <summary>
/// Amount of asteroids to create.
/// </summary>
[DefaultValue(-1)]
public int Amount = -1;
/// <summary>
/// Angle between the rings and the equatorial plane of the planet.
/// </summary>
public float Inclination;
/// <summary>
/// Angle defining the point where the rings rise up from the planet's equatorial plane if inclination is nonzero.
/// </summary>
public float LongitudeOfAscendingNode;
/// <summary>
/// Number used to randomize asteroid positions
/// </summary>
public int RandomSeed;
/// <summary>
/// How the asteroids are generated
/// </summary>
public ProcGenModule ProcGen;
}
}