using UnityEngine; public class EventMesh_FadeIn : AnimationEventBase { public enum EFadeInMode { Linear = 0, Curve = 1, } public override TimelineEventProxy.EEventType type { get { return TimelineEventProxy.EEventType.EventMesh_FadeIn; } } public override string shortName { get { return "I"; } } public EFadeInMode mode; [Tooltip("Duration in frame")] public float duration; }