Data Setting - BLKTower/TestWiki GitHub Wiki

Table of Contents

Data\Setting

These settings provide some general configurations for your map, such as initial camera data, mods and transition maps, and declared assets.

MapSettings

Type

Sets whether the game folder is a map or a mod.

  • MAP:This game folder contains terrain and other level-specific data.
  • MODULE:This game folder just contains game data and/or script, and can be used in another game folder's dependencies.

Dependencies

Defines which local dependency mods are used for this project.

See the dependency mod tutorial for more info on working with mods.

Registry Dependencies

Defines which dependency mods from the module registry are used for this project.

Use the ^ prefix with the version number to automatically use the latest version available (ex: ^1.0.0).

Transition Maps

Defines what maps can be traveled to from this map using DCEI.PlayLevel() or DCEI.PlayLevelWithData(). Uses the same relative path convention as map dependencies. All transition maps must have the same dependencies as the origin map. Note that any game data (ie anything besides terrain and map script) in the transition maps will be ignored.

Is Wild Sky Level [Wild Sky]

PlayerSettings

Player Count

Used to set the maximum number of players for multiplayer games.

Currently only 1v1 games are supported on the arcade.

DisplaySettings

Orientation

Sets the display mode to be landscape (default) or portrait.

  • LANDSCAPE: the game will display in landscape mode
  • PORTRAIT: the game will display in portrait mode

InputSettings

Key Mappings

Defines key mappings that trigger DCEI.TriggerAddMappedKeyDownEvent() events for PC and web games.

Name

The name to use for the mapped key event (ex: "shoot").

Key

The key mapped to this name.

CameraSettings

A collection of settings the define the game's initial camera parameters.

Yellow (mobile and PC) and green (tablet) rectangles are projected onto the terrain to preview the initial camera view. The initial allowed pannable area is also projected onto the terrain as the inner red rectangle.

Focal Point X

Sets the starting X position of the camera.

Focal Point Y

Sets the starting Y position of the camera.

Pitch Angle Degree

Sets the starting pitch angle of the camera.

The default angle is 51 (looks great for RTS games!).

Allow Zoom

When checked, allows players to adjust camera zoom with mousewheel (PC) or pinch gestures (mobile).

Allow Pan X

When checked, allows players to pan the camera horizontally within the map's pan area.

Allow Pan Y

When checked, allows players to pan the camera vertically within the map's pan area.

Pan Area Center X

Sets the center X position of the allowed pannable area.

Pan Area Center Y

Sets the center Y position of the allowed pannable area.

Pan Area Length X

Sets the horizontal width of the allowed pannable area.

Pan Area Height Y

Sets the vertical height of the allowed pannable area. Using 0 defaults to automatically setting an appropriate height for any given screen ratio.

Setting this value manually may cause incompatible camera settings for some screen ratios. In most cases you want to leave this as default.

Skip Intro Sequence

When checked, skips the camera zoom-in effect on map start.

View Mode

Sets the camera mode as perspective (default) or orthographic.

  • DEFAULT:sets the camera to perspective mode
  • ORTHOGRAPHIC_ONLY:sets the camera to orthographic mode
  • PERSPECTIVE_ONLY:sets the camera to perspective mode

MusicSettings

Music Names

A list of soundtracks that can be played during the game. The first song listed will be used as the game's default track.

Additional songs listed here can be played using DCEI.PlayMusic().

WeatherSettings

Allows various weather effects to be applied with the Weather parameter or by using DCEI.SetWeather().

Has Rain

Allows the rain effect to be used.

Has Snow

Allows the snow effect to be used.

Has Cloud

Allows the cloud background effect to be used.

Has Void Star

Allows the void star background effect to be used.

Time

Sets the game's initial lighting settings.

  • NOON:Uses bright mid-day lighting. This is the default option.
  • NIGHT:Uses night lighting.
  • VOID:Uses void lighting (pairs wih the void star effect)

Weather

Sets the game's initial weather settings.

  • NORMAL:No weather.
  • RAIN:Applies the rain effect.
  • SNOW:Applies the snow effect.
  • HEATWAVE:Applies the heatwave effect.

TriggerSettings

Allows you to declare various assets to allow them to be dynamically created via script. Assets must be declared before they can be created dynamically for mobile optimization.

Used Units

Units declared here can be created via script.

Used Effects

Effects declared here can be created via script.

Used Behaviors

Behaviors declared here can be applied via script.

Used Upgrades

Used Tags

Tags declared here can be applied via script.

Used Sound Assets

Sound assets declared here can be created via script.

Used Atlas Assets

Sprite assets that use the atlas declared here can be used in custom UI created with script. The atlas a sprite belongs to is displayed in the asset previewer. Note the required formatting: If an asset shows it belongs to the UnitThumbnailsAtlas atlas, the atlas must be declared as Assets/Bundles/UI/Atlas/UnitThumbnailsAtlas.spriteatlas.

Used Sprite Assets

Sprite assets without an atlas (indicated by Other in the asset previewer) must be declared directly before they can be used. For example to use the gold_chest asset, you would declare gold_chest.

Used Font Assets

Fonts assets declared here can be used in the project.

FontSettings

Override Fonts

Allows you to override the default text font per-language.

Language

The language to override.

Font

The font to use for this language.

⚠️ **GitHub.com Fallback** ⚠️