Crosshairs.cs 1.2 KB

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  1. using System;
  2. using UnityEngine;
  3. namespace HQFPSWeapons.UserInterface
  4. {
  5. public enum CrosshairType
  6. {
  7. Static, Dynamic
  8. }
  9. [Serializable]
  10. public class CrosshairData
  11. {
  12. [DatabaseItem]
  13. public string ItemName;
  14. public Color NormalColor = Color.white;
  15. public Color OnEntityColor = Color.red;
  16. public bool ShowWhenAiming;
  17. [Space]
  18. public CrosshairType Type;
  19. [ShowIf("Type", (int)CrosshairType.Static)]
  20. public StaticCrosshairSettings StaticCrosshair;
  21. [ShowIf("Type", (int)CrosshairType.Dynamic)]
  22. public DynamicCrosshairSettings DynamicCrosshair;
  23. }
  24. [Serializable]
  25. public class StaticCrosshairSettings
  26. {
  27. public Sprite Sprite;
  28. public Vector2 Size = new Vector2(64f, 64f);
  29. }
  30. [Serializable]
  31. public class DynamicCrosshairSettings
  32. {
  33. [Range(0f, 3f)]
  34. public float IdleScale = 1f;
  35. [Range(0f, 3f)]
  36. public float CrouchScale = 0.65f;
  37. [Range(0f, 3f)]
  38. public float WalkScale = 1.2f;
  39. [Range(0f, 3f)]
  40. public float RunScale = 1.5f;
  41. [Range(0f, 3f)]
  42. public float JumpScale = 1.8f;
  43. [Space]
  44. [Range(0f, 1f)]
  45. public float AimMultiplier = 0.5f;
  46. [Space]
  47. [Range(0f, 10f)]
  48. public float m_PunchSize = 2f;
  49. [Range(0f, 20f)]
  50. public float m_MoveSpeed = 3f;
  51. }
  52. }