using UnityEngine; // 打击感相关资料 // https://gameinstitute.qq.com/community/detail/112371 // public partial class ColliderBox { public enum EColorDriftMode : int { None = 0, UI = 1, All = 2, } public enum ESparkAnchor : int { CenterOfIntersection = 0, // hitbox和hurtbox相交的矩形中心 CenterOfOther = 1, // 被攻击的对象的几何中心 PositionOfOther = 2, // 被攻击对象的原点 } public enum EMeshEffect : int { None = 0, White = 1, Red = 2, } [ColliderType(EColliderType.HitBox)] [Tooltip("击退距离")] public Vector3 hitBack; [Tooltip("允许多次击中")] public bool multiHit; [Tooltip("自身钝帧")] public float freezeFramesSelf; [Tooltip("对方钝帧")] public float freezeFramesOther; [Foldout("粒子效果", 3)] [Tooltip("击中后的粒子效果")] public string sparkPath; [Tooltip("粒子的锚点")] public ESparkAnchor sparkAnchor; [Tooltip("击中后的粒子位置偏移")] public Vector3 sparkOffset; [Foldout("网格效果", 2)] public EMeshEffect selfEffect; public EMeshEffect otherEffect; [Foldout("相机效果", 4)] [Tooltip("拉近相机")] public bool zoomCamera; [Tooltip("是否震屏")] public bool shakeScreen; [If("shakeScreen"), Tooltip("是否震屏")] public Vector2 shakeOffset; [If("shakeScreen"), Tooltip("震屏力度")] public float shakeStrength; [Foldout("屏幕效果", 1)] [Tooltip("颜色漂移效果")] public EColorDriftMode colorDrift; }