81 lines
3.5 KiB
C#
81 lines
3.5 KiB
C#
using System;
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using BumpCombat.Defense;
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using BumpCombat.Enemies;
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using BumpCombat.Player;
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using UnityEngine;
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namespace BumpCombat.Constants
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{
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[Serializable]
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public sealed class ComparisonSpriteFrames
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{
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public Sprite[] Idle = Array.Empty<Sprite>();
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public Sprite[] Walk = Array.Empty<Sprite>();
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public Sprite[] Attack = Array.Empty<Sprite>();
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public Sprite[] Hurt = Array.Empty<Sprite>();
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public Sprite[] Death = Array.Empty<Sprite>();
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}
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[CreateAssetMenu(menuName = "BumpCombat/Constants/Defense 2.5D Comparison")]
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public sealed class Defense25DComparisonSettings : ScriptableObject
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{
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public const float SummonBodyPixelsPerUnit = 32f;
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public const float SlimeBodyCoreDiameterPixels = 11f;
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public const float GiantSlimeBodyCoreDiameterPixels = 22f;
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public const float LavaSlimeBodyCoreDiameterPixels = 13f;
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public static readonly Vector2 SlimeBodyCenterFromFootPixels = new(-1.5f, 7.5f);
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public static readonly Vector2 GiantSlimeBodyCenterFromFootPixels = new(-3f, 17f);
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public static readonly Vector2 LavaSlimeBodyCenterFromFootPixels = new(-2f, 8.5f);
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[Header("Independent comparison layout; not final balance")]
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public float GroundY;
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public Vector2 MapHalfExtents = new(10.5f, 5.5f);
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public Vector2 PlayerSpawn = new(-5f, -2f);
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public Vector2 TowerPosition = new(1f, 1.8f);
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public Vector2[] Route = { new(-9f, 0f), new(-4f, 0f), new(-2f, 2.4f), new(4f, 2.4f), new(9f, 0f) };
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public Vector2[] SummonSlots = { new(-.6f, -.9f), new(.6f, -.9f) };
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public DefenseTowerKind PortalImmunity = DefenseTowerKind.Direct;
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public float CameraPitch = 50f;
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public float CameraSize = 6.5f;
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[Range(.1f, 1f)] public float SouthBoundaryRenderHeightFraction = .4f;
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[Header("XZ footprints baked from existing prefab XY colliders")]
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public float PlayerRadius = .275f;
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public Vector2 PlayerColliderOffset = new(0f, -.075f);
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public float PlayerVisualScale = 1.25f;
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public float PlayerFootOffset = -7.5f / 32f * 1.25f;
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public float EnemyRadius = .275f;
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public Vector2 EnemyColliderOffset = new(0f, -.35f);
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public float EnemyVisualScale = 1.25f;
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public float EnemyFootOffset = -.4f;
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public float EnemyBodyCenterCorrectionPixels = 3f;
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public float SummonVisualScale = 1.1f;
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public float SummonFootOffset = -9f / 32f * 1.1f;
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public float ActorHeight = .85f;
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public float MovementSkin = .002f;
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public float ContactSensorMargin = .025f;
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// Unnamed, otherwise unused layers in the baseline project; no TagManager edits.
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public const int TerrainLayer = 9;
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public const int ActorLayer = 10;
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public const int TerrainMask = 1 << TerrainLayer;
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public const int ActorMask = 1 << ActorLayer;
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[Header("Existing definitions and art; originals are not edited")]
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public EnemyDefinition Enemy;
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public AnimationClip EnemyAttackClip;
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public ActiveArtifactDefinition Cyclone;
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public ComparisonSpriteFrames PlayerArt = new();
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public ComparisonSpriteFrames EnemyArt = new();
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public Material CutoutMaterial;
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public Material TransparentMaterial;
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public Material GroundMaterial;
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public Material WallMaterial;
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public Material PathMaterial;
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public Material ShadowMaterial;
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public Material BaseMaterial;
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public Material BoundaryMaterial;
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public Material HitBoundaryMaterial;
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}
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}
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