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@@ -232,6 +232,42 @@ namespace AppleHills.Core.Settings
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float FortDefeatThreshold { get; }
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float PhysicsGravityScale { get; }
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// Turn & Projectile timing
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float ProjectileSettleDelay { get; } // Time to wait after projectile stops moving before ending turn
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float TurnTransitionDelay { get; } // Additional delay during turn transition (wide view camera)
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// Physics Settings
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float BlockGravityScale { get; } // Gravity scale for fort blocks
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float ProjectileGravityScale { get; } // Gravity scale for projectiles
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// Physics Layers
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int FortBlockLayer { get; } // Layer index for fort blocks
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int ProjectileLayer { get; } // Layer index for projectiles
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// Slingshot Settings
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float BaseLaunchForce { get; } // Base launch force multiplier
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float MinForceMultiplier { get; } // Minimum force required to launch (0-1)
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float MaxForceMultiplier { get; } // Maximum force cap (0-2, usually 1)
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float TrajectoryLockDuration { get; } // How long to show trajectory after launch
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// Projectile Abilities
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float VacuumSlideSpeed { get; } // Constant velocity for vacuum sliding (m/s)
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int VacuumDestroyBlockCount { get; } // Blocks to destroy while sliding
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float VacuumBlockDamage { get; } // Damage dealt to blocks while sliding
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int TrashBagPieceCount { get; } // Pieces spawned on trash bag impact
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float TrashBagPieceForce { get; } // Force per trash piece
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float TrashBagSpreadAngle { get; } // Trash bag spread cone angle
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float TrashPieceDamage { get; } // Damage per trash piece on collision
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float TrashPieceLifetime { get; } // How long trash pieces persist (seconds)
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float CeilingFanActivationDelay { get; } // Delay before tap-to-drop becomes available
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float CeilingFanDropDelay { get; } // Pause before ceiling fan starts dropping
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float CeilingFanDropSpeed { get; } // Downward velocity when dropping (m/s)
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// Projectile Configurations
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System.Collections.Generic.IReadOnlyList<Minigames.FortFight.Data.ProjectileConfig> ProjectileConfigs { get; }
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Minigames.FortFight.Data.ProjectileConfig GetProjectileConfig(Minigames.FortFight.Data.ProjectileType type);
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Minigames.FortFight.Data.ProjectileConfig GetProjectileConfigById(string projectileId);
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// Visual settings
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Color DamageColorTint { get; }
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