using System; using System.ComponentModel; using UnityEngine; namespace XUtliPoolLib { [Serializable] public class XChargeData : XBaseData { [SerializeField] [DefaultValue(0f)] public float At; [SerializeField] [DefaultValue(0f)] public float End; [SerializeField] [DefaultValue(0f)] public float Offset; [SerializeField] [DefaultValue(0f)] public float Height; [SerializeField] [DefaultValue(0f)] public float Velocity; [SerializeField] [DefaultValue(0f)] public float Rotation_Speed; [SerializeField] [DefaultValue(false)] public bool Using_Curve; [SerializeField] [DefaultValue(false)] public bool Control_Towards; [SerializeField] public string Curve_Forward = null; [SerializeField] public string Curve_Side = null; [SerializeField] [DefaultValue(false)] public bool Using_Up; [SerializeField] public string Curve_Up = null; [SerializeField] [DefaultValue(true)] public bool StandOnAtEnd; [SerializeField] [DefaultValue(false)] public bool AimTarget; public XChargeData() { this.StandOnAtEnd = true; } } }