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using UnityEngine;
public class EventEffect : AnimationEventBase
{
public enum EAttachNode
{
Unit,
Bone,
PresetBone,
}
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 bonePath;
[When("attachNode", EAttachNode.PresetBone), Tooltip("Preset unit bone defined in unit details")]
public EUnitBone bone;
[Tooltip("Position offset")]
public Vector3 position;
[Tooltip("Rotation in euler")]
public Vector3 rotation;
[Tooltip("Scale")]
public Vector3 scale = Vector3.one;
}
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