using UnityEngine; public partial class ColliderBox { // https://gameinstitute.qq.com/community/detail/112371 public enum EColorDriftMode : int { None = 0, UI = 1, All = 2, } public enum SparkAnchor : 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 } [ColliderType(EColliderType.HitBox), Tooltip("击退距离")] public Vector3 hitBack; [ColliderType(EColliderType.HitBox), Tooltip("允许多次击中")] public bool multiHit; [ColliderType(EColliderType.HitBox), Tooltip("击中后的粒子效果")] public string sparkPath; [ColliderType(EColliderType.HitBox), Tooltip("粒子的锚点")] public SparkAnchor sparkAnchor; [ColliderType(EColliderType.HitBox), Tooltip("击中后的粒子位置偏移")] public Vector3 sparkOffset; [ColliderType(EColliderType.HitBox), Tooltip("自身钝帧")] public float freezeFramesSelf; [ColliderType(EColliderType.HitBox), Tooltip("对方钝帧")] public float freezeFramesOther; [ColliderType(EColliderType.HitBox), Tooltip("是否震屏")] public bool shakeScreen; [ColliderType(EColliderType.HitBox), If("shakeScreen"), Tooltip("是否震屏")] public Vector2 shakeOffset; [ColliderType(EColliderType.HitBox), If("shakeScreen"), Tooltip("震屏力度")] public float shakeStrength; [ColliderType(EColliderType.HitBox), Tooltip("颜色漂移效果")] public EColorDriftMode colorDrift; [ColliderType(EColliderType.HitBox), Tooltip("拉近相机")] public bool zoomCamera; }