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4 changes: 4 additions & 0 deletions Acid.cs
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,10 @@ namespace SDG.Unturned
// Destroys itself after one use and cannot be reset
public class Acid : MonoBehaviour
{
public Guid effectGuid;

// Kept because lots of modders have been using this script in Unity,
// so removing legacy effect id would break their content.
public ushort effectID;
}
}
16 changes: 15 additions & 1 deletion DeadzoneVolume.cs
Original file line number Diff line number Diff line change
@@ -1,10 +1,24 @@
using UnityEngine;
using UnityEngine;

namespace SDG.Framework.Devkit
{
// Produces a Deadzone inside of the BoxCollider on the base Game Object
// BoxCollider must have 'isTrigger' set to True
public class DeadzoneVolume : MonoBehaviour
{
[SerializeField]
private EDeadzoneType _deadzoneType;

[SerializeField]
private float _unprotectedDamagePerSecond;

[SerializeField]
private float _protectedDamagePerSecond;

[SerializeField]
private float _unprotectedRadiationPerSecond = 6.25f;

[SerializeField]
private float _maskFilterDamagePerSecond = 0.4f;
}
}
34 changes: 34 additions & 0 deletions OxygenVolume.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,34 @@
using UnityEngine;

namespace SDG.Unturned
{
// The New Volumes use the Scale of the GameObject as the Size for the Volume, No Colliders Required
// This Volume Script should be attached to an Empty GameObject with Tag and Layer :: Trap
// To Visualize the Size of the Volume Temporarily Attach either a BoxCollider or a SphereCollider. Making sure that the Collider Component uses the default Radius ( 0.5 ) or Size ( 1 1 1 )
public class OxygenVolume : MonoBehaviour
{
public bool isBreathable
{
get
{
return this._isBreathable;
}
set
{
if (!base.enabled)
{
this._isBreathable = value;
return;
}
this._isBreathable = value;
}
}

[SerializeField]
private bool _isBreathable = true;

public ELevelVolumeShape Shape;

public float falloffDistance;
}
}