Elin Decompiled Documentation EA 23.315 Nightly
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CustomGunEffectData.cs
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1using Newtonsoft.Json;
2using UnityEngine;
3
4[JsonObject(MemberSerialization.OptOut)]
5public class CustomGunEffectData : GameSetting.EffectData
6{
7 public bool forceLaser;
8
9 public bool forceRail;
10
11 public string caneColor;
12
13 public bool caneColorBlend;
14
15 public string idSprite = "ranged_gun";
16
17 public string idSoundEject = "bullet_drop";
18
20 {
21 return new CustomGunEffectData
22 {
23 sprite = (ModUtil.LoadSprite(idSprite) ?? Resources.Load<Sprite>("Media/Effect/General/" + idSprite)),
24 eject = eject,
26 num = num,
27 delay = delay,
30 };
31 }
32
33 public static CustomGunEffectData CreateFromId(string id)
34 {
35 if (!EClass.setting.effect.guns.TryGetValue(id, out var value))
36 {
37 return null;
38 }
39 return new CustomGunEffectData
40 {
41 num = value.num,
42 delay = value.delay,
43 idEffect = value.idEffect,
44 idSound = value.idSound,
45 idSprite = (value.sprite ? value.sprite.name : ""),
46 eject = value.eject,
47 firePos = value.firePos
48 };
49 }
50}
static CustomGunEffectData CreateFromId(string id)
GameSetting.EffectData CreateEffectData()
Definition: EClass.cs:6
static GameSetting setting
Definition: EClass.cs:35
UD_String_EffectData guns
Definition: GameSetting.cs:278
EffectSetting effect
Definition: GameSetting.cs:301
bool TryGetValue(TKey key, out TValue value)
Definition: UDictionary.cs:178