Working MVP

This commit is contained in:
Michal Pikulski
2025-12-03 22:17:12 +01:00
parent d5ab69d944
commit 0b8d2a279f
58 changed files with 11037 additions and 1299 deletions

View File

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