using UnityEngine; public class EventEffect : AnimationEventBase { public enum EParentNode { Unit = 0, World, Bone, PresetBone, ReferencePoint, } 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; [Tooltip("Parent node")] public EParentNode parentNode = EParentNode.Unit; [When("parentNode", EParentNode.Bone), Tooltip("Bone path attach to")] public string bonePath; [When("parentNode", EParentNode.PresetBone), Tooltip("Preset unit bone defined in unit details")] public EUnitBone bone; [When("parentNode", EParentNode.ReferencePoint), Tooltip("参考点")] public EUnitReferencePoint referencePoint; [Tooltip("Position offset")] public Vector3 position; [Tooltip("Rotation in euler")] public Vector3 rotation; [Tooltip("Scale")] public Vector3 scale = Vector3.one; }