using Verse;

namespace ProjectileImpactFX;
// ProjectileImpactFX.EffectProjectileExtension
public class EffectProjectileExtension : DefModExtension
{
    public bool AutoAssign = true;
    public bool CreateTerrainEffects = true;

    public FleckDef explosionFleckDef;
    public float explosionFleckSize = 1f;
    public EffecterDef explosionEffecter;
    public FloatRange? explosionFleckSizeRange;

    public FleckDef ImpactFleckDef;
    public float ImpactFleckSize = 1f;
    public FloatRange? ImpactFleckSizeRange;
    public SoundDef ImpactSoundDef;
    public FleckDef ImpactGlowFleckDef;
    public float ImpactGlowFleckSize = 1f;
    public FloatRange? ImpactGlowFleckSizeRange;
    public FleckDef StuckProjectileFleckDef;
    public float StuckProjectileFleckSize = 1f;

    public bool muzzleFlare = false;
    public string muzzleFlareDef = string.Empty;
    public float muzzleFlareSize = 1f;
    public bool muzzleSmoke = false;
    public string muzzleSmokeDef = string.Empty;
    public float muzzleSmokeSize = 0.35f;
}
