LevelObjectPrefabs
Relevant files: [Shared:LevelObjectPrefabsFile.cs] [Shared:LevelObjectPrefab.cs]
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- Required by core package: Yes
Attributes
| Attribute | Type | Default value | Description |
|---|---|---|---|
| MinSize | float | 1 | |
| MaxSize | float | 1 | |
| Alignment | Alignment | - | Which sides of a wall the object can spawn on. |
| SpawnPos | SpawnPosType | Wall | |
| MaxCount | int | 10000 | Maximum number of this specific object per level. |
| DepthRange | Vector2 | “0.0,1.0” | The sprite depth of the object (min, max). Values of 0 or less make the object render in front of walls, values larger than 0 make it render behind walls with a parallax effect. |
| FadeOutDepth | float | 3000 | Objects fade out to the background color of the level the further they are from the camera. This value is the depth at which the object becomes “maximally” faded out. |
| ClusteringAmount | float | 0 | The tendency for the prefab to form clusters. Used as an exponent for perlin noise values that are used to determine the probability for an object to spawn at a specific position. |
| ClusteringGroup | float | 0 | A value between 0-1 that determines the z-coordinate to sample perlin noise from when determining the probability for an object to spawn at a specific position. Using the same (or close) value for different objects means the objects tend to form clusters in the same areas. |
| RandomOffset | Vector2 | “0,0” | Random offset from the surface the object spawns on. |
| AlignWithSurface | bool | false | Should the object be rotated to align it with the wall surface it spawns on. |
| AllowAtStart | bool | true | Can the object be placed near the start of the level. |
| AllowAtEnd | bool | true | Can the object be placed near the end of the level. |
| MinSurfaceWidth | float | 0 | Minimum length of a graph edge the object can spawn on. |
| RandomRotation | Vector2 | “0.0,0.0” | How much the rotation of the object can vary (min and max values in degrees). |
| SwingAmount | float | 0 | How much the object swings (in degrees). |
| SwingFrequency | float | 0 | How fast the object swings. |
| ScaleOscillation | Vector2 | “0.0,0.0” | How much the scale of the object oscillates on each axis. A value of 0.5,0.5 would make the object’s scale oscillate from 100% to 150%. |
| ScaleOscillationFrequency | float | 0 | How fast the object’s scale oscillates. |
| Commonness | float | 1 | How likely it is for the object to spawn in a level. This is relative to the commonness of the other objects - for example, having an object with a commonness of 1 and another with a commonness of 10 would mean the latter appears in levels 10 times as frequently as the former. The commonness value can be overridden on specific level types. |
| SonarDisruption | float | 0 | How much the object disrupts submarine’s sonar. |
| TakeLevelWallDamage | bool | false | Can the object take damage from weapons/attacks that damage level walls. |
| HideWhenBroken | bool | false | Should the object disappear if the object is destroyed? Only relevant if TakeLevelWallDamage is true. |
| Health | float | 100 | Amount of health the object has. Only relevant if TakeLevelWallDamage is true. |
| SpriteColor | Color | “1.0,1.0,1.0,1.0” |