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AutoBlinkSettings.cs
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using ExileCore2.Shared.Attributes;
using ExileCore2.Shared.Interfaces;
using ExileCore2.Shared.Nodes;
using System.Windows.Forms;
using System.Drawing;
namespace AutoBlink;
public class AutoBlinkSettings : ISettings
{
public ToggleNode Enable { get; set; } = new ToggleNode(false);
[Menu(null, "Keyboard key to fire up the AutoBlink Plugin")]
public HotkeyNode KeyAutoBlink { get; set; } = new(Keys.V);
[Menu(null, "In game Input key for Weapon Swap")]
public HotkeyNodeV2 KeyWeaponSwap { get; set; } = new(Keys.X);
[Menu(null, "In game Input key for Dodge Roll")]
public HotkeyNodeV2 KeyDodgeRoll { get; set; } = new(Keys.Space);
[Menu(null, "In milliseconds")]
public RangeNode<int> SafetyDelay { get; set; } = new(250, 100, 2000);
[Menu(null, "In milliseconds")]
public RangeNode<int> BlinkAnimationDelay { get; set; } = new(400, 400, 2000);
[Menu(null, "In milliseconds")]
public RangeNode<int> LongestCastDelay { get; set; } = new(50, 320, 1000);
[Menu(null, "Which WeaponSet is your Blink skill")]
public TextNode WeaponSet { get; set; } = "2";
[Menu(null, "Continue to show visuals even when Chat or Passive Tree panel are open")]
public ToggleNode IgnoreUIElements { get; set; } = new ToggleNode(false);
public Render Render { get; set; } = new Render();
}
[Submenu]
public class Render
{
public Blink Blink { get; set; } = new Blink();
public WeaponSet WeaponSet { get; set; } = new WeaponSet();
}
[Submenu]
public class Blink
{
public BlinkText Text { get; set; } = new BlinkText();
public BlinkImage Image { get; set; } = new BlinkImage();
}
[Submenu]
public class BlinkText
{
public ToggleNode Enabled { get; set; } = new ToggleNode(true);
[Menu(null, "This will either make the alert fixed switching colors or only displays it when Blink is available.")]
public ToggleNode AlwaysShow { get; set; } = new ToggleNode(true);
public ToggleNode ShowInTown { get; set; } = new ToggleNode(false);
public ToggleNode ShowInHideout { get; set; } = new ToggleNode(true);
public TextNode AvailableText { get; set; } = "BLINK READY";
public ColorNode AvailableColor { get; set; } = Color.Green;
public TextNode UnavailableText { get; set; } = "COOLDOWN";
public ColorNode UnavailableColor { get; set; } = Color.Red;
public RangeNode<int> PositionX { get; set; } = new RangeNode<int>(1230, 0, 2000);
public RangeNode<int> PositionY { get; set; } = new RangeNode<int>(434, 0, 2000);
public ToggleNode Background { get; set; } = new ToggleNode(true);
public ColorNode BackgroundColor { get; set; } = Color.FromArgb(197, 0, 0, 0);
}
[Submenu]
public class BlinkImage
{
public ToggleNode Enabled { get; set; } = new ToggleNode(true);
public ToggleNode ShowInTown { get; set; } = new ToggleNode(false);
public ToggleNode ShowInHideout { get; set; } = new ToggleNode(true);
public RangeNode<int> PositionX { get; set; } = new RangeNode<int>(64, 0, 2000);
public RangeNode<int> PositionY { get; set; } = new RangeNode<int>(64, 0, 2000);
public RangeNode<int> SizeX { get; set; } = new RangeNode<int>(1900, 0, 2000);
public RangeNode<int> SizeY { get; set; } = new RangeNode<int>(1350, 0, 2000);
public ColorNode ColorAvailable { get; set; } = Color.White;
public ColorNode ColorCooldown { get; set; } = Color.Red;
}
[Submenu]
public class WeaponSet
{
[Menu(null, "A visual message will appear if the current WeaponSet selected is different from your main one.")]
public WeaponSetText Text { get; set; } = new WeaponSetText();
}
[Submenu]
public class WeaponSetText
{
public ToggleNode Enabled { get; set; } = new ToggleNode(true);
[Menu(null, "Always show currently Weapon Set or just alert when is not the main one.")]
public ToggleNode AlwaysShow { get; set; } = new ToggleNode(true);
public ToggleNode ShowInTown { get; set; } = new ToggleNode(false);
public ToggleNode ShowInHideout { get; set; } = new ToggleNode(true);
public TextNode WeaponSet1Text { get; set; } = "WeaponSet 1";
public ColorNode WeaponSet1Color { get; set; } = Color.Red;
public TextNode WeaponSet2Text { get; set; } = "WeaponSet 2";
public ColorNode WeaponSet2Color { get; set; } = Color.Green;
public RangeNode<int> PositionX { get; set; } = new RangeNode<int>(1230, 0, 2000);
public RangeNode<int> PositionY { get; set; } = new RangeNode<int>(401, 0, 2000);
public ToggleNode Background { get; set; } = new ToggleNode(true);
public ColorNode BackgroundColor { get; set; } = Color.FromArgb(197, 0, 0, 0);
}