Elin Decompiled Documentation EA 23.343.5 Nightly
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CustomGunEffectData Class Reference
Inheritance diagram for CustomGunEffectData:
GameSetting.EffectData

Public Member Functions

 CustomGunEffectData ()
 
void ResolveSprite ()
 
- Public Member Functions inherited from GameSetting.EffectData
EffectData Clone ()
 

Static Public Attributes

static readonly JsonSerializerSettings JsonSettings
 

Additional Inherited Members

- Public Attributes inherited from GameSetting.EffectData
int num
 
float delay
 
string idEffect
 
string idSound
 
string idSoundEject
 
string idSprite
 
bool eject
 
bool fireFromMuzzle
 
bool forceLaser
 
bool forceRail
 
bool caneColorBlend
 
Sprite sprite
 
Color caneColor
 
Vector2 firePos
 
- Properties inherited from GameSetting.EffectData
string CaneColorHex [get, set]
 

Detailed Description

Definition at line 4 of file CustomGunEffectData.cs.

Constructor & Destructor Documentation

◆ CustomGunEffectData()

CustomGunEffectData.CustomGunEffectData ( )
inline

Member Function Documentation

◆ ResolveSprite()

void CustomGunEffectData.ResolveSprite ( )
inline

Definition at line 22 of file CustomGunEffectData.cs.

23 {
24 if (!idSprite.IsEmpty())
25 {
26 string spritePath = idSprite;
27 string name = idSprite;
28 sprite = ModUtil.LoadSprite(spritePath, null, name) ?? Resources.Load<Sprite>("Media/Effect/General/" + idSprite) ?? Resources.Load<Sprite>(idSprite) ?? Resources.Load<Sprite>("Media/Effect/General/ranged_gun");
29 }
30 }

References GameSetting.EffectData.idSprite, and GameSetting.EffectData.sprite.

Member Data Documentation

◆ JsonSettings

readonly JsonSerializerSettings CustomGunEffectData.JsonSettings
static
Initial value:
= new JsonSerializerSettings
{
NullValueHandling = NullValueHandling.Ignore,
ContractResolver = new GameIOContext.WritablePropertiesOnlyResolver()
}

Definition at line 6 of file CustomGunEffectData.cs.

Referenced by CustomGunEffectSetting.LoadContent().


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