using UnityEngine; namespace ProjectM.Client { /// /// EB-1 — static live-tunable knobs for (structure damage chips + /// destruction bursts). A presentation-only bridge (mirrors WorldFeelConfig); reset on play-enter via /// so poked values never leak across fast-enter-playmode sessions. /// Read only on the main thread by the managed feedback system, never from Burst. /// public static class StructureFeelConfig { public static bool Enabled = true; /// A despawn farther than this from the local player does NOT fire a death burst — so the /// base->expedition RegionRelevancy despawn (all base structures drop at once) stays silent. public static float ProximityRange = 45f; public static int ChipBurstCount = 8; public static int DeathBurstCount = 40; public static float ChipSfxVolume = 0.25f; public static float DeathSfxVolume = 0.6f; // A LOUD, low-frequency punch is reserved for a structure DEATH only; per-chip feedback is camera-silent so // a wave of hits never sustains a nauseating shake (AddShake clamps cumulatively, PunchFov takes a max). public static float DeathFovKick = 5.5f; public static float DeathShake = 0.35f; public static Color DamageTint = new Color(2.4f, 1.4f, 0.4f); // amber HDR spark on a hit public static Color DeathTint = new Color(3.0f, 0.7f, 0.25f); // red-orange HDR loss burst [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] static void ResetDefaults() { Enabled = true; ProximityRange = 45f; ChipBurstCount = 8; DeathBurstCount = 40; ChipSfxVolume = 0.25f; DeathSfxVolume = 0.6f; DeathFovKick = 5.5f; DeathShake = 0.35f; DamageTint = new Color(2.4f, 1.4f, 0.4f); DeathTint = new Color(3.0f, 0.7f, 0.25f); } } }