69 lines
1.6 KiB
C#
69 lines
1.6 KiB
C#
using System.Collections.Generic;
|
|
using System.Collections.ObjectModel;
|
|
using UnityEngine;
|
|
|
|
namespace RoR2;
|
|
|
|
public class VFXAttributes : MonoBehaviour
|
|
{
|
|
public enum VFXPriority
|
|
{
|
|
Low,
|
|
Medium,
|
|
Always
|
|
}
|
|
|
|
public enum VFXIntensity
|
|
{
|
|
Low,
|
|
Medium,
|
|
High
|
|
}
|
|
|
|
private static List<VFXAttributes> vfxList = new List<VFXAttributes>();
|
|
|
|
private static ReadOnlyCollection<VFXAttributes> _readonlyVFXList = new ReadOnlyCollection<VFXAttributes>(vfxList);
|
|
|
|
[Tooltip("Controls whether or not a VFX appears at all - consider if you would notice if this entire VFX never appeared. Also means it has a networking consequence.")]
|
|
public VFXPriority vfxPriority;
|
|
|
|
[Tooltip("Define how expensive a particle system is IF it appears.")]
|
|
public VFXIntensity vfxIntensity;
|
|
|
|
[Tooltip("If true, do not use pooling for this effect.")]
|
|
public bool DoNotPool;
|
|
|
|
[Tooltip("If true, do not allow the system to cull this effect's pool.")]
|
|
public bool DoNotCullPool;
|
|
|
|
public Light[] optionalLights;
|
|
|
|
[Tooltip("Particle systems that may be deactivated without impacting gameplay.")]
|
|
public ParticleSystem[] secondaryParticleSystem;
|
|
|
|
public static ReadOnlyCollection<VFXAttributes> readonlyVFXList => _readonlyVFXList;
|
|
|
|
public int GetIntensityScore()
|
|
{
|
|
return vfxIntensity switch
|
|
{
|
|
VFXIntensity.Low => 1,
|
|
VFXIntensity.Medium => 5,
|
|
VFXIntensity.High => 25,
|
|
_ => 0,
|
|
};
|
|
}
|
|
|
|
public void OnEnable()
|
|
{
|
|
vfxList.Add(this);
|
|
VFXBudget.totalCost += GetIntensityScore();
|
|
}
|
|
|
|
public void OnDisable()
|
|
{
|
|
vfxList.Remove(this);
|
|
VFXBudget.totalCost -= GetIntensityScore();
|
|
}
|
|
}
|