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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;
}
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