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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EventProjectile : AnimationEventBase
{
public enum EMoveType
{
Kinematic = 0,
Curve, // 用一个固定曲线运动
Procedural, // 程序控制
}
public override TimelineEventProxy.EEventType type { get { return TimelineEventProxy.EEventType.EventProjectile; } }
public override string shortName { get { return "P"; } }
[Tooltip("名字,可以用来识别这个projectile")]
public string name;
[Tooltip("标签,可以用来做一些标记,逗号分隔")]
public string tag;
[Tooltip("Projectile path")]
public string projectilePath;
[Tooltip("Is attached to a bone")]
public bool attachedToBone;
[If("attachedToBone"), Tooltip("Bone path attach to")]
public string bone;
[Tooltip("Position offset")]
public Vector3 posOffset;
[Tooltip("Rotation in euler")]
public Vector3 rotation;
[Tooltip("Scale")]
public Vector3 scale = Vector3.one;
public float lifeTime;
[Comment("[ 运动方式 ]", TextAnchor.MiddleCenter)]
public EMoveType moveType;
[When("moveType", EMoveType.Kinematic), Tooltip("初始速度")]
public Vector3 velocity;
[When("moveType", EMoveType.Kinematic), Tooltip("加速度")]
public Vector3 acceleration;
[When("moveType", EMoveType.Curve), Tooltip("运动曲线")]
public string curvePath;
[When("moveType", EMoveType.Curve), Tooltip("运动速度")]
public AnimationCurve speedCurve;
[WhenNot("moveType", EMoveType.Procedural), Tooltip("forward朝向运动轨迹的方向")]
public bool towardDirection;
[Comment("[ 击中反馈 ]", TextAnchor.MiddleCenter)]
public string sparkPath;
[Tooltip("击中效果")]
public ColliderBox.EHitResponse hitResponse;
}
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