70 lines
2.8 KiB
C#
70 lines
2.8 KiB
C#
using UnityEngine;
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/// <summary>
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/// ScriptableObject for storing and configuring all game settings, including player, follower, and item configuration.
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/// </summary>
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[CreateAssetMenu(fileName = "GameSettings", menuName = "AppleHills/GameSettings", order = 1)]
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public class GameSettings : ScriptableObject
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{
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[Header("Interactions")]
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public float playerStopDistance = 6.0f;
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public float followerPickupDelay = 0.2f;
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[Header("Follower Settings")]
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public float followDistance = 1.5f;
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public float manualMoveSmooth = 8f;
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public float thresholdFar = 2.5f;
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public float thresholdNear = 0.5f;
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public float stopThreshold = 0.1f;
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[Header("Player Settings")]
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public float moveSpeed = 5f;
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public float stopDistance = 0.1f;
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public bool useRigidbody = true;
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public enum HoldMovementMode { Pathfinding, Direct }
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public HoldMovementMode defaultHoldMovementMode = HoldMovementMode.Pathfinding;
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[Header("Backend Settings")]
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[Tooltip("Technical parameters, not for design tuning")]
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public float followUpdateInterval = 0.1f;
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public float followerSpeedMultiplier = 1.2f;
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public float heldIconDisplayHeight = 2.0f;
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[Header("Default Prefabs")]
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public GameObject basePickupPrefab;
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[Header("Endless Descender Settings")]
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[Tooltip("How quickly the character follows the finger horizontally (higher = more responsive)")]
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public float endlessDescenderLerpSpeed = 12f;
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[Tooltip("Maximum horizontal offset allowed between character and finger position")]
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public float endlessDescenderMaxOffset = 3f;
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[Tooltip("Minimum allowed X position for endless descender movement")]
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public float endlessDescenderClampXMin = -3.5f;
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[Tooltip("Maximum allowed X position for endless descender movement")]
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public float endlessDescenderClampXMax = 3.5f;
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[Tooltip("Exponent for speed drop-off curve (higher = sharper drop near target)")]
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public float endlessDescenderSpeedExponent = 2.5f;
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[Header("InputManager Settings")]
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[Tooltip("Layer(s) to use for interactable objects.")]
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public LayerMask interactableLayerMask = -1; // Default to Everything
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[System.Serializable]
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public class CombinationRule {
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public PickupItemData itemA;
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public PickupItemData itemB;
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public PickupItemData result;
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}
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[System.Serializable]
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public class SlotItemConfig {
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public PickupItemData slotItem; // The slot object (SO reference)
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public System.Collections.Generic.List<PickupItemData> allowedItems;
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public System.Collections.Generic.List<PickupItemData> forbiddenItems;
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}
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[Header("Item Configuration")]
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public System.Collections.Generic.List<CombinationRule> combinationRules;
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public System.Collections.Generic.List<SlotItemConfig> slotItemConfigs;
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}
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