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Scripting API


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Configs ⬇️

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AdConfig.cs ⬇️

Stores ad settings, including game IDs, ad unit IDs, and rewards for Unity Ads.
ScriptableObject path Configs/AdConfig
public class AdConfig : ScriptableObject
{
// Reward amount for watching an ad
public int Reward;

// IronSource app key for iOS
public string IOSAppKey;

// IronSource app key for Android
public string AndroidAppKey;

// Placement name for rewarded ads
public string RewardedAdPlacementName;

// Rewarded ad unit ID for Android
public string RewardedAdIdAndroid;

// Rewarded ad unit ID for iOS
public string RewardedAdIdIOS;

// Whether the ads run in test suit mode
public bool IsActiveTextSuit;
}
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AnimationConfig.cs ⬇️

Stores animation settings for planet animations, including blink effects and punch scale animations.
ScriptableObject path Configs/AnimationConfig
public class AnimationConfig : ScriptableObject
{
// Delay between planet blink animations
public float BlinkDelay;

// Minimum and maximum number of blink shapes
public Vector2 MinMaxBlinkShapes;

// Scale factor for punch animation effect
public float PunchAnimationScaleFactor = 0.2f;

// Duration of the punch animation effect
public float PunchAnimationScaleDuration = 0.2f;

// Returns the punch animation scale as a Vector3
public Vector3 GetPunchAnimationScaleFactor();
}
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AudioConfig.cs ⬇️

Stores audio settings, including ambient music and sound effects (SFX).
ScriptableObject path Configs/AudioConfig
public class AudioConfig : ScriptableObject
{
// Ambient audio clip (background music)
public AudioClip Ambient;

// List of SFX data
public List<SfxData> SfxsData = new();
}

public struct SfxData
{
// Type of the SFX
public SfxType SfxType;

// Audio clip for the SFX
public AudioClip Sfx;

// Volume of the SFX (ranging from 0 to 1)
public float Volume;
}
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GameplayConfig.cs ⬇️

Stores gameplay-related settings, including HUD elements, shape dropper, combo scoring, and spawn point configurations.
ScriptableObject path Configs/GameplayConfig
public class GameplayConfig : ScriptableObject
{
// Reference to the HUD (heads-up display) GameObject
public GameObject HUD;

// Reference to the shape dropper GameObject
public GameObject ShapeDropper;

// Interval time between shape drops (range from 0 to 5 seconds)
public float DropInterval = 1f;

// Time allowed to maintain combo streak (in seconds)
public float TimeToEndCombo = 0.5f;

// Multiplier for combo score
public int ComboScoreFactor = 5;

// Multiplier for combo coins
public int ComboCoinsFactor = 1;

// Position of the spawn point for shapes
public Vector3 SpawnPointPosition;
}
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PurchasedBackgroundsConfig.cs ⬇️

Stores a list of purchased backgrounds and allows retrieval by background type.
ScriptableObject path Configs/PurchasedBackgroundsConfig
public class PurchasedBackgroundsConfig : ScriptableObject
{
// List of purchased backgrounds
public List<PurchasedBackground> PurchasedBackgrounds = new();

// Returns a purchased background by its background type
public PurchasedBackground GetByBackgroundType(BackgroundType backgroundType);
}

public class PurchasedBackground
{
// Type of the background
public BackgroundType BackgroundType;

// Sprite representing the background image
public Sprite Background;

// Price of the background
public int Price;
}
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ShapeConfig.cs ⬇️

Stores configuration for shapes, including shape prefabs, sizes, sprites, and blink effects.
ScriptableObject path Configs/ShapeConfig
public class ShapeConfig : ScriptableObject
{
// Prefab of the shape
public Shape shapePrefab;

// Type of the shape
public ShapeType ShapeType;

// Array of sizes for the shape
public float[] Sizes;

// Array of sprites representing different shapes
public Sprite[] Sprites;

// Array of sprites used for blink effects
public Sprite[] BlinkSprites;

// Sprite shown when the shape dies
public Sprite DeathSprite;

// Returns the number of shape sizes
public int ShapesCount();
}
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ShapeScoreConfig.cs ⬇️

Stores the score values associated with different shape sizes.
ScriptableObject path Configs/ShapeScoreConfig
public class ShapeConfig : ScriptableObject
{
// Array of scores for different shape sizes
public int[] Scores;
}
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WindowAssetsConfig.cs ⬇️

Stores window asset configurations, including window root prefab and specific window assets for each window type.
ScriptableObject path Configs/WindowAssetsConfig
public class WindowAssetsConfig : ScriptableObject
{
// Prefab for the window root object
public GameObject WindowRootPrefab;

// List of window assets for different window types
public List<WindowAsset> WindowAssets;
}

[Serializable]
public struct WindowAsset
{
// Type of the window
public WindowType WindowType;

// Prefab for the window associated with the window type
public GameObject WindowPrefab;
}
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CoreConfig.cs ⬇️

Holds various configuration settings for the game.
ScriptableObject path Configs/CoreConfig
public class CoreConfig : ScriptableObject
{
// Gameplay configuration
public GameplayConfig GameplayConfig;

// Ad configuration
public AdConfig AdConfig;

// Animation configuration
public AnimationConfig AnimationConfig;

// Window assets configuration
public WindowAssetsConfig WindowAssetsConfig;
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