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path: root/Assets/Scripts/Unit/Events/EventEffect.cs
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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;
}