Elin Decompiled Documentation EA 23.344.1 Nightly
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GameSetting.cs
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1using System;
2using System.Collections.Generic;
3using Newtonsoft.Json;
4using UnityEngine;
5
6public class GameSetting : ScriptableObject
7{
8 [Serializable]
9 public class TransData
10 {
11 public Vector3 scale;
12
13 public Vector3 euler;
14
15 public Vector3 pos;
16 }
17
18 [Serializable]
19 public class AudioSetting
20 {
21 public float maxRange;
22 }
23
24 [Serializable]
25 public class UISetting
26 {
27 public List<Widget.Meta> widgetMetas;
28
29 public List<Vector2> iconSizes;
30 }
31
32 [Serializable]
33 public class RenderSetting
34 {
35 [Serializable]
36 public class ZSetting
37 {
38 public float limit1;
39
40 public float limit2;
41
42 public float limitHidden;
43
44 public float thresh1;
45
46 public float max1;
47
48 public float max2;
49
50 public float mod1;
51
52 public float multiZ;
53 }
54
55 [Serializable]
56 public class AnimeSetting
57 {
58 public int[] animeStep;
59
60 public int[] animeStepPC;
61
62 public float idleTime;
63
64 public float fixedMove;
65
66 public float animeExtraTime;
67
68 public float animeExtraTimeParty;
69
70 public float nextFrameInterval;
71
72 public float slowSpeed;
73
74 public float hopStrength;
75
76 public float fix1;
77
78 public float fix2;
79
80 public float fix3;
81
82 public float fix4;
83
84 public float destRadius;
85
86 public float diagonalSpeed;
87
88 public float maxProgressMod;
89
90 public float regionSpeed;
91
92 public int heightLimit = 80;
93
94 public AnimationCurve hop;
95
96 public AnimationCurve hopHuman;
97
98 public AnimationCurve gradientZForward;
99
100 public AnimationCurve gradientZBack;
101 }
102
103 [Serializable]
104 public class TCSetting
105 {
106 public Vector3 textPos;
107
108 public Vector3 textPosDead;
109
110 public Vector3 statePos;
111
112 public Vector3 censorPos;
113
114 public Vector3 simpleTextPos;
115 }
116
117 [Serializable]
118 public class ActorSetting
119 {
120 public Vector2 pccExtent;
121 }
122
123 [Serializable]
124 public class MapBGSetting
125 {
126 public Material mat;
127
128 public bool skyBox;
129
130 public bool wall;
131
132 public bool plane;
133 }
134
135 [Serializable]
136 public class UD_MapBGSetting : UDictionary<MapBG, MapBGSetting>
137 {
138 }
139
140 [Serializable]
141 public class UD_FogSetting : UDictionary<FogType, ScreenGradingProfile.Fog>
142 {
143 }
144
146
147 public TCSetting tc;
148
150
152
153 public Vector3[] charaPos;
154
155 public Vector3[] heldPos;
156
157 public Vector3[] heldPosChara;
158
159 public Vector3[] heldPosChara2;
160
161 public Vector3[] mainHandPos;
162
163 public Vector3[] offHandPos;
164
165 public Vector3[] hatPos;
166
167 public Vector3[] ridePos;
168
169 public Vector3 posShackle;
170
171 public Vector3 posGallows;
172
173 public TransData[] dead;
174
175 public Vector3[] rampFix;
176
177 public Vector3 vFix;
178
179 public Vector3 pccScale;
180
181 public Vector3 waterFix;
182
183 public float thingZ;
184
185 public float laydownZ;
186
187 public float charaZ;
188
189 public float shadowAngle;
190
191 public float tileMarkerZ;
192
193 public float tileMarkerZFloor;
194
195 public float crateHeight;
196
197 public float hangedObjFixZ;
198
199 public float astralBodyFixZ;
200
201 public Vector3 shadowScale;
202
203 public Vector3 shadowOffset;
204
205 public Vector3 peakFix;
206
207 public Vector3 peakFixBlock;
208
209 public float roomHeightMod;
210
211 public float defCharaHeight;
212
213 public float alphaHair;
214
215 public float shadowStrength;
216
217 public Vector2 freePosFix;
218
220
222
224
226 }
227
228 [Serializable]
229 public class PassSetting
230 {
232
234
236
238 }
239
240 [Serializable]
241 public class StartSetting
242 {
243 public List<Prologue> prologues;
244
245 public List<GameDifficultySetting> difficulties;
246
247 public List<GamePrincipal> principals;
248 }
249
250 [Serializable]
251 public class BalanceSetting
252 {
253 public int dateRevive;
254
256
258
259 public int numAdv;
260 }
261
262 [Serializable]
263 public class WeatherSetting
264 {
265 public int splashCount;
266
267 public float thunerInterval;
268 }
269
270 [Serializable]
271 public class GenSetting
272 {
273 public float defaultBlockHeight;
274 }
275
276 [Serializable]
277 public class EffectSetting
278 {
280 }
281
282 [Serializable]
283 public class EffectData
284 {
285 public int num;
286
287 public float delay;
288
289 public string idEffect;
290
291 public string idSound;
292
293 public string idSoundEject;
294
295 public string idSprite;
296
297 public bool eject;
298
299 public bool fireFromMuzzle;
300
301 public bool forceLaser;
302
303 public bool forceRail;
304
305 public bool caneColorBlend;
306
307 [JsonIgnore]
308 public Sprite sprite;
309
310 [JsonIgnore]
312
313 public Vector2 firePos;
314
315 [JsonProperty("caneColor")]
316 public string CaneColorHex
317 {
318 get
319 {
320 if (!(caneColor.a <= 0f))
321 {
322 return "#" + ((caneColor.a < 1f) ? ColorUtility.ToHtmlStringRGBA(caneColor) : ColorUtility.ToHtmlStringRGB(caneColor));
323 }
324 return null;
325 }
326 set
327 {
328 caneColor = default(Color);
329 if (!value.IsEmpty())
330 {
331 ColorUtility.TryParseHtmlString("#" + value.Replace("#", "").Replace("0x", ""), out caneColor);
332 }
333 }
334 }
335
337 {
338 return (EffectData)MemberwiseClone();
339 }
340 }
341
343
345
347
349
351
352 public UISetting ui;
353
355
357
359
361
363
364 public float secsPerHour;
365
366 public float dayRatioMod;
367
368 public float fovPower;
369
370 public float fovPowerChara;
371
372 public float defaultActPace;
373
374 public float defaultTurbo;
375
376 public int maxGenHeight;
377
378 public bool toolConsumeHP;
379
380 public int defaultMapSize;
381
383
384 [NonSerialized]
385 public Dictionary<string, Vector3> dictEquipOffsets;
386
387 public void ApplyConfig()
388 {
391 }
392
393 public void CopyColors()
394 {
395 config.colors = Core.Instance.config.colors;
396 }
397
398 public void Init()
399 {
400 SubPassData.Default = (SubPassData.Current = pass.subDfault);
401 }
402}
int[] colors
Definition: CoreConfig.cs:647
static void Reset()
Definition: CoreConfig.cs:764
Definition: Core.cs:14
static new Core Instance
Definition: Core.cs:15
void OnChangeResolution()
Definition: Core.cs:656
CoreConfig config
Definition: Core.cs:70
UD_String_EffectData guns
Definition: GameSetting.cs:279
UD_String_PaintPosition paintPos
Definition: GameSetting.cs:221
AnimationFrame[] animeWalk
Definition: GameSetting.cs:219
List< GameDifficultySetting > difficulties
Definition: GameSetting.cs:245
List< GamePrincipal > principals
Definition: GameSetting.cs:247
List< Prologue > prologues
Definition: GameSetting.cs:243
List< Vector2 > iconSizes
Definition: GameSetting.cs:29
List< Widget.Meta > widgetMetas
Definition: GameSetting.cs:27
UISetting ui
Definition: GameSetting.cs:352
EffectSetting effect
Definition: GameSetting.cs:344
int maxGenHeight
Definition: GameSetting.cs:376
void CopyColors()
Definition: GameSetting.cs:393
float fovPowerChara
Definition: GameSetting.cs:370
float defaultActPace
Definition: GameSetting.cs:372
PassSetting pass
Definition: GameSetting.cs:348
AudioSetting audio
Definition: GameSetting.cs:342
CoreConfig config
Definition: GameSetting.cs:382
float fovPower
Definition: GameSetting.cs:368
StartSetting start
Definition: GameSetting.cs:350
void ApplyConfig()
Definition: GameSetting.cs:387
float defaultTurbo
Definition: GameSetting.cs:374
int defaultMapSize
Definition: GameSetting.cs:380
WeatherSetting weather
Definition: GameSetting.cs:358
float secsPerHour
Definition: GameSetting.cs:364
GenSetting gen
Definition: GameSetting.cs:356
RenderSetting render
Definition: GameSetting.cs:346
bool toolConsumeHP
Definition: GameSetting.cs:378
int minsPerRegionMove
Definition: GameSetting.cs:362
Dictionary< string, Vector3 > dictEquipOffsets
Definition: GameSetting.cs:385
void Init()
Definition: GameSetting.cs:398
float dayRatioMod
Definition: GameSetting.cs:366
BalanceSetting balance
Definition: GameSetting.cs:354
UD_String_ElementRef elements
Definition: GameSetting.cs:360
Definition: Widget.cs:7