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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;
}
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