Files
Foundry-Scrapping-API/internal/foundry/temp_models/db/scene.go

179 lines
3.0 KiB
Go

package db
type Scene struct {
ID string
Folder string
Name string
Active bool
Navigation bool
NavOrder int
NavName string
Background SceneBackground
Foreground string
ForegroundElevation int
Thumb string
Width int
Height int
Padding float64
Initial SceneInitial
BackgroundColor string
Grid SceneGrid
TokenVision bool
Drawings []SceneDrawing
Tokens []*Token
Lights []SceneLight
Notes []Note
Sounds []ScenesSound
Walls []Wall
Playlist string
PlaylistSound string
Journal string
JournalEntryPage string
Weather string
Sort int
Ownership []OwnershipString
Stats Stats
Fog SceneFog
Environment Environment
}
type SceneBackground struct {
ID uint
Src string
ScaleX float64
ScaleY float64
OffsetX float64
OffsetY float64
Rotation int
Tint string
AnchorX float64
AnchorY float64
Fit string
AlphaThreshold int
}
type SceneInitial struct {
ID uint
X float64
Y float64
Scale float64
}
type SceneGrid struct {
ID uint
Type int
Size int
Color string
Alpha float64
Distance int
Units string
Style string
Thickness int
}
type SceneDrawing struct {
ID string
Author string
Shape SceneDrawingShape
X float64
Y float64
Rotation int
BezierFactor int
FillType int
FillColor string
FillAlpha float64
StrokeWidth int
StrokeColor string
StrokeAlpha int
Texture string
Text string
FontFamily string
FontSize int
TextColor string
TextAlpha int
Hidden bool
Locked bool
Interface bool
Elevation int
Sort int
}
type SceneDrawingShape struct {
ID uint
Type string `json:"type"`
Width int `json:"width"`
Height int `json:"height"`
}
type SceneLight struct {
ID string
X float64
Y float64
Rotation int
Walls bool
Vision bool
Config *Light
Hidden bool
Elevation int
}
type ScenesSound struct {
ID string
Path string
X float64
Y float64
Radius float64
Easing bool
Walls bool
Volume float64
Darkness ScenesSoundsDarkness
Repeat bool
Hidden bool
Elevation float64
Effects ScenesSoundsEffects
}
type ScenesSoundsDarkness struct {
ID uint
Min int
Max int
}
type ScenesSoundsEffects struct {
ID uint
Base ScenesSoundsEffectsBase
Muffled ScenesSoundsEffectsBase
}
type ScenesSoundsEffectsBase struct {
ID uint
Intensity int
}
type SceneFog struct {
ID uint
Exploration bool
Reset int64
Overlay string
Colors SceneFogColors
}
type SceneFogColors struct {
ID uint
Explored string
Unexplored string
}