Elin Decompiled Documentation EA 23.315 Nightly
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CustomGunEffectData Class Reference
Inheritance diagram for CustomGunEffectData:
GameSetting.EffectData

Public Member Functions

GameSetting.EffectData CreateEffectData ()
 

Static Public Member Functions

static CustomGunEffectData CreateFromId (string id)
 

Public Attributes

bool forceLaser
 
bool forceRail
 
string caneColor
 
bool caneColorBlend
 
string idSprite = "ranged_gun"
 
string idSoundEject = "bullet_drop"
 
- Public Attributes inherited from GameSetting.EffectData
int num
 
float delay
 
string idEffect
 
string idSound
 
Sprite sprite
 
bool eject
 
Vector2 firePos
 

Detailed Description

Definition at line 5 of file CustomGunEffectData.cs.

Member Function Documentation

◆ CreateEffectData()

◆ CreateFromId()

static CustomGunEffectData CustomGunEffectData.CreateFromId ( string  id)
inlinestatic

Definition at line 33 of file CustomGunEffectData.cs.

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 }
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

References GameSetting.EffectData.delay, GameSetting.effect, GameSetting.EffectData.eject, GameSetting.EffectData.firePos, GameSetting.EffectSetting.guns, GameSetting.EffectData.idEffect, GameSetting.EffectData.idSound, idSprite, GameSetting.EffectData.num, EClass.setting, and UDictionary< TKey, TValue >.TryGetValue().

Member Data Documentation

◆ caneColor

string CustomGunEffectData.caneColor

Definition at line 11 of file CustomGunEffectData.cs.

Referenced by AttackProcess.PlayRangedAnime().

◆ caneColorBlend

bool CustomGunEffectData.caneColorBlend

Definition at line 13 of file CustomGunEffectData.cs.

◆ forceLaser

bool CustomGunEffectData.forceLaser

Definition at line 7 of file CustomGunEffectData.cs.

Referenced by AttackProcess.PlayRangedAnime().

◆ forceRail

bool CustomGunEffectData.forceRail

Definition at line 9 of file CustomGunEffectData.cs.

Referenced by AttackProcess.PlayRangedAnime().

◆ idSoundEject

string CustomGunEffectData.idSoundEject = "bullet_drop"

Definition at line 17 of file CustomGunEffectData.cs.

◆ idSprite

string CustomGunEffectData.idSprite = "ranged_gun"

Definition at line 15 of file CustomGunEffectData.cs.

Referenced by CreateEffectData(), and CreateFromId().


The documentation for this class was generated from the following file: