Files

155 lines
6.7 KiB
C#

using System.Collections.Generic;
using RecRoom.Tools;
namespace undead_universal_patch_il2cpp.Core.Content.UndeadGameManager;
public class AutoHealSettingsDTO
{
public float Delay { get; set; }
public float Duration{ get; set; }
}
public class GameStartRequirementDTO
{
public int MinPlayerCount { get; set; }
public int MinTeamCount { get; set; }
public int MinTeamSize { get; set; }
}
public class DownButNotOutSettingsDTO
{
public float MaxDepletionDuration { get; set; }
public float InvincibilityDuration { get; set; }
}
public struct EnemyCombatUISettingsDTO
{
public bool OpponentUISupported { get; set; }
public bool TeammateUISupported { get; set; }
}
public struct FriendlyFireSettingsDTO
{
public bool PlayerOnPlayerFriendlyFireSupported { get; set; }
public bool PlayerOnEnemyFriendlyFireSupported { get; set; }
public bool EnemyOnPlayerFriendlyFireSupported { get; set; }
public bool EnemyOnEnemyFriendlyFireSupported { get; set; }
public bool GrenadesCanDamageTeammates { get; set; }
}
public struct PlayerCombatUISettingsDTO
{
public bool LocalPlayerUISupported { get; set; }
public bool OpponentUISupported { get; set; }
public bool TeammateUISupported { get; set; }
public bool TeammateUIAlwaysVisible { get; set; }
public bool OpponentUIAlwaysVisible { get; set; }
}
public class TeamConfigurationDTO
{
public int MaxTeamSize { get; set; }
}
public class PlayerVisualSettingsDTO
{
public bool UseTeamNameInsteadOfPlayerNameInNotifications { get; set; }
public bool UseTeamColorInFeedback { get; set; }
public TeamPlayerColorMode TeamColorMode { get; set; }
public bool TeamOutfitsSupported { get; set; }
public PlayerBeaconMode TeammateBeaconMode { get; set; }
public PlayerBeaconMode OpponentBeaconMode { get; set; }
}
public class TeamRadioSettingsDTO
{
public float RadioVolume { get; set; }
public float EnterRadioDistance { get; set; }
public float ExitRadioDistance { get; set; }
}
public struct StatConfigurationDTO
{
public string Name { get; set; }
public bool HideInUI { get; set; }
public bool HideInHUD { get; set; }
public GameUIDataModelStatFormat Format { get; set; }
}
public struct RespawnSettingsDTO
{
public float AutoRespawnDelay { get; set; }
public bool RestoreHealthOnRespawn { get; set; }
public float RespawnInvincibilityDuration { get; set; }
}
public struct ReviveSettingsDTO
{
public float RequiredDelay { get; set; }
public float MaxReviveHealthNormalized { get; set; }
public float MinReviveHealthNormalized { get; set; }
public float MultiplierPerReviveHealthNormalized { get; set; }
public bool PickupToolsOnRevive { get; set; }
public float ReviverInvincibilityDuration { get; set; }
public float ReviveeInvincibilityDuration { get; set; }
public float HandshakeHoldDuration { get; set; }
}
public class GameConfigurationAssetDTO
{
public string Name { get; set; }
public int LoadPriority { get; set; }
public GameStartRequirementDTO ManualGameStartRequirement { get; set; }
public bool AutomaticGameStartSupported { get; set; }
public GameStartRequirementDTO AutomaticGameStartRequirement { get; set; }
public bool PreGameVoiceOverSupported { get; set; }
public bool ResultsVoiceOverSupported { get; set; }
public bool CountdownVoiceOverSupported { get; set; }
public bool GameModeNotificationsSupported { get; set; }
public bool InGamePlayerNotificationsSupported { get; set; }
public float GameStartDelay { get; set; }
public float EndGameResultsDuration { get; set; }
public bool RespawnOnGameStartSupported { get; set; }
public bool RespawnOnGameEndSupported { get; set; }
public bool JoinInProgressSupported { get; set; }
public List<TeamConfigurationDTO> TeamConfigurations { get; set; }
public TeamSelectionMethod TeamSelectionMethod { get; set; }
public bool EndGameIfStartRequirementsNotMet { get; set; }
public bool ExplicitTeamSelectionSupported { get; set; }
public bool GameRunningTeamChangeSupported { get; set; }
public bool RespawnOnGameRunningTeamChangeSupported { get; set; }
public bool SpectatingSupported { get; set; }
public bool ShowOpenSlotsOnScoreboard { get; set; }
public bool ClearTeamsAfterGame { get; set; }
public PlayerVisualSettingsDTO TeamPlayerVisualSettings { get; set; }
public bool TeamRadioSupported { get; set; }
public TeamRadioSettingsDTO TeamRadioSettings { get; set; }
public List<StatConfigurationDTO> StatConfigurations { get; set; }
public bool PersistStatsOnGameStart { get; set; }
public int MaxHealth { get; set; }
public int MaxShield { get; set; }
public bool SuppressWeaponDamage { get; set; }
public bool AutoHealSupported { get; set; }
public AutoHealSettingsDTO AutoHealSettings { get; set; }
public bool DownButNotOutSupported { get; set; }
public DownButNotOutSettingsDTO DownButNotOutSettings { get; set; }
public bool AutoRespawnSupported { get; set; }
public RespawnSettingsDTO RespawnSettings { get; set; }
public GameCombatManager.PlayerReviveMode ReviveMode { get; set; }
public ReviveSettingsDTO ReviveSettings { get; set; }
public bool HUDSupported { get; set; }
public FriendlyFireSettingsDTO FriendlyFireSettings { get; set; }
public PlayerCombatUISettingsDTO PlayerCombatUISettings { get; set; }
public EnemyCombatUISettingsDTO EnemyCombatUISettings { get; set; }
public bool DeadMonochromeEffectSupported { get; set; }
public bool DownButNotOutMonochromeEffectSupported { get; set; }
public bool DamageRedFlashEffectSupported { get; set; }
public bool DefaultHitFeedbackSupported { get; set; }
public bool DefaultReviveFeedbackSupported { get; set; }
public bool DefaultDownedOpponentFeedbackSupported { get; set; }
public bool DefaultDownedLocalPlayerFeedbackSupported { get; set; }
public bool DefaultDownedTeammateFeedbackSupported { get; set; }
public bool DeadPersistentNotificationSupported { get; set; }
public GameSpawnPointSelectionMethod SpawnPointSelectionMethod { get; set; }
public SpawnableToolType MainHandTool { get; set; }
public SpawnableToolType OffHandTool { get; set; }
public bool ResetToolsOnGameStartSupported { get; set; }
public ToolEntity.BrokenBehavior BrokenToolBehavior { get; set; }
public bool EquipmentBeaconsSupported { get; set; }
public bool WeaponInfiniteAmmoSupported { get; set; }
public bool TeleportBufferDistanceRetricted { get; set; }
public bool OutOfBoundsSupported { get; set; }
public bool OutOfBoundsSpectatorsSupported { get; set; }
public bool DownOutOfBoundsPlayers { get; set; }
public float OutOfBoundsGracePeriod { get; set; }
public float OutOfBoundsMaxDuration { get; set; }
}