Data Setting - funovus/editor-wiki GitHub Wiki
Data\Setting
These settings provide some general configurations for your map, such as initial camera data, mods and transition maps, and declared assets.
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.
Defines which local dependency mods are used for this project.
See the dependency mod tutorial for more info on working with mods.
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
).
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.
Used to set the maximum number of players for multiplayer games.
Currently only 1v1 games are supported on the arcade.
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
Defines key mappings that trigger DCEI.TriggerAddMappedKeyDownEvent() events for PC and web games.
The name to use for the mapped key event (ex: "shoot").
The key mapped to this name.
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.
Sets the starting X position of the camera.
Sets the starting Y position of the camera.
Sets the starting pitch angle of the camera.
The default angle is 51 (looks great for RTS games!).
When checked, allows players to adjust camera zoom with mousewheel (PC) or pinch gestures (mobile).
When checked, allows players to pan the camera horizontally within the map's pan area.
When checked, allows players to pan the camera vertically within the map's pan area.
Sets the center X position of the allowed pannable area.
Sets the center Y position of the allowed pannable area.
Sets the horizontal width of the allowed pannable area.
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.
When checked, skips the camera zoom-in effect on map start.
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
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().
Allows various weather effects to be applied with the Weather parameter or by using DCEI.SetWeather().
Allows the rain effect to be used.
Allows the snow effect to be used.
Allows the cloud background effect to be used.
Allows the void star background effect to be used.
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)
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.
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.
Units declared here can be created via script.
Effects declared here can be created via script.
Behaviors declared here can be applied via script.
Tags declared here can be applied via script.
Sound assets declared here can be created via script.
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
.
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
.
Fonts assets declared here can be used in the project.
Allows you to override the default text font per-language.
The language to override.
The font to use for this language.