using System; using System.ComponentModel; using UnityEngine; namespace XUtliPoolLib { [Serializable] public class XCameraEffectData : XBaseData { [SerializeField] [DefaultValue(0f)] public float Time; [SerializeField] [DefaultValue(0f)] public float FovAmp; [SerializeField] [DefaultValue(0f)] public float Frequency; [SerializeField] public CameraMotionSpace Coordinate = CameraMotionSpace.World; [SerializeField] [DefaultValue(true)] public bool ShakeX; [SerializeField] [DefaultValue(true)] public bool ShakeY; [SerializeField] [DefaultValue(true)] public bool ShakeZ; [SerializeField] [DefaultValue(0f)] public float AmplitudeX; [SerializeField] [DefaultValue(0f)] public float AmplitudeY; [SerializeField] [DefaultValue(0f)] public float AmplitudeZ; [SerializeField] [DefaultValue(0f)] public float At; [SerializeField] [DefaultValue(false)] public bool Random; [SerializeField] [DefaultValue(false)] public bool Combined; public XCameraEffectData() { this.ShakeX = true; this.ShakeY = true; this.ShakeZ = true; } } }