71 lines
2.5 KiB
C#
71 lines
2.5 KiB
C#
using System.Numerics;
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namespace Content.Client.Parallax.Data;
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/// <summary>
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/// The configuration for a parallax layer.
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/// </summary>
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[DataDefinition]
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public sealed partial class ParallaxLayerConfig
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{
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/// <summary>
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/// The texture source for this layer.
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/// </summary>
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[DataField("texture", required: true)]
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public IParallaxTextureSource Texture { get; set; } = default!;
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/// <summary>
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/// A scaling factor for the texture.
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/// In the interest of simplifying maths, this is rounded down to integer for ParallaxControl, so be careful.
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/// </summary>
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[DataField("scale")]
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public Vector2 Scale { get; set; } = Vector2.One;
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/// <summary>
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/// If true, this layer is tiled as the camera scrolls around.
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/// If false, this layer only shows up around it's home position.
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/// </summary>
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[DataField("tiled")]
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public bool Tiled { get; set; } = true;
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/// <summary>
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/// A position relative to the centre of a ParallaxControl that this parallax should be drawn at, in pixels.
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/// Used for menus.
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/// Note that this is ignored if the parallax layer is tiled - in that event a random pixel offset is used and slowness is applied.
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/// </summary>
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[DataField("controlHomePosition")]
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public Vector2 ControlHomePosition { get; set; }
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/// <summary>
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/// The "relative to ParallaxAnchor" starting world position for this layer.
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/// Essentially, an unclamped lerp occurs between here and the eye position, with Slowness as the factor.
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/// Used for in-game.
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/// </summary>
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[DataField("worldHomePosition")]
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public Vector2 WorldHomePosition { get; set; }
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/// <summary>
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/// An adjustment performed to the world position of this layer after parallax shifting.
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/// Used for in-game.
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/// Useful for moving around Slowness = 1.0 objects (which can't otherwise be moved from screen centre).
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/// </summary>
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[DataField("worldAdjustPosition")]
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public Vector2 WorldAdjustPosition { get; set; }
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/// <summary>
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/// Multiplier of parallax shift.
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/// A slowness of 0.0f anchors this layer to the world.
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/// A slowness of 1.0f anchors this layer to the camera.
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/// </summary>
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[DataField("slowness")]
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public float Slowness { get; set; } = 0.5f;
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/// <summary>
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/// Should the parallax scroll at a specific rate per second.
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/// </summary>
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[DataField("scrolling")] public Vector2 Scrolling = Vector2.Zero;
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[DataField("shader")] public string? Shader = "unshaded";
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}
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