using UnityEngine; public class EventEffect : AnimationEventBase { public enum EAttachNode { Unit, Bone, } public override TimelineEventProxy.EEventType type { get { return TimelineEventProxy.EEventType.EventEffect; } } public override string shortName { get { return "E"; } } [Tooltip("Effect path")] public string effectPath; [Tooltip("Is attached to a bone")] public bool attached = true; [If("attached")] public EAttachNode attachNode = EAttachNode.Unit; [When("attachNode", EAttachNode.Bone), Tooltip("Bone path attach to")] public string bone; [Tooltip("Position offset")] public Vector3 position; [Tooltip("Rotation in euler")] public Vector3 rotation; [Tooltip("Scale")] public Vector3 scale = Vector3.one; }