Map Updates
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using UnityEngine;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Live-tunable knobs for the client-only WORLD-FEEDBACK slice (harvesting nodes + smashing Blight clutter).
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/// A static bridge (mirrors <see cref="FeelConfig"/>) so values can be poked at runtime via MCP execute_code
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/// without a recompile (e.g. <c>ProjectM.Client.WorldFeelConfig.ClearFovKick = 1.2f;</c>). Read ONLY by
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/// <see cref="WorldFeedbackSystem"/> (managed, main-thread). NEVER read from a [BurstCompile] system
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/// (managed-static + Color-in-Burst hazards). <see cref="ResetDefaults"/> re-stamps on play-enter via
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/// [RuntimeInitializeOnLoadMethod] because statics survive fast-enter-playmode reloads (else a poked value
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/// leaks across play-enters).
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/// </summary>
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public static class WorldFeelConfig
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{
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/// <summary>Master gate for harvest/clear feedback.</summary>
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public static bool Enabled;
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/// <summary>Particle burst when a node/clutter loses hit-points (a chip).</summary>
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public static int ChipBurstCount;
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/// <summary>Particle burst when a node depletes / clutter shatters (the clear).</summary>
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public static int ClearBurstCount;
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/// <summary>Soft SFX volume on a chip.</summary>
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public static float ChipSfxVolume;
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/// <summary>SFX volume on a shatter / deplete.</summary>
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public static float ClearSfxVolume;
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/// <summary>Camera FOV kick (deg) when clutter shatters near the player — the satisfying smash. 0 = off.</summary>
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public static float ClearFovKick;
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/// <summary>Camera shake when clutter shatters near the player.</summary>
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public static float ClearShake;
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/// <summary>Only fire prune VFX when the despawned entity's last position is within this distance of the
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/// local player, so a region-transit despawn storm at +1000 X stays silent off-camera.</summary>
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public static float ProximityRange;
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/// <summary>Tint for wild-Aether clutter shatter + Aether-node chips (HDR orange, pushes past bloom).</summary>
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public static Color WildTint;
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/// <summary>Tint for Ore-node chips (HDR amber).</summary>
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public static Color OreTint;
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/// <summary>Tint for Biomass-node chips (HDR sickly green).</summary>
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public static Color BiomassTint;
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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public static void ResetDefaults()
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{
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Enabled = true;
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ChipBurstCount = 6;
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ClearBurstCount = 18;
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ChipSfxVolume = 0.30f;
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ClearSfxVolume = 0.55f;
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ClearFovKick = 0.8f;
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ClearShake = 0.12f;
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ProximityRange = 40f;
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WildTint = new Color(3.0f, 1.1f, 0.25f);
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OreTint = new Color(2.6f, 1.9f, 0.7f);
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BiomassTint = new Color(0.9f, 2.4f, 0.8f);
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}
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}
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}
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