using System; using System.ComponentModel; using UnityEngine; namespace XUtliPoolLib { [Serializable] public class XFxData : XBaseData { [SerializeField] public SkillFxType Type = SkillFxType.FirerBased; [SerializeField] [DefaultValue(0f)] public float At; [SerializeField] [DefaultValue(0f)] public float End; [SerializeField] public string Fx = null; [SerializeField] public string Bone = null; [SerializeField] [DefaultValue(1f)] public float ScaleX; [SerializeField] [DefaultValue(1f)] public float ScaleY; [SerializeField] [DefaultValue(1f)] public float ScaleZ; [SerializeField] [DefaultValue(0f)] public float OffsetX; [SerializeField] [DefaultValue(0f)] public float OffsetY; [SerializeField] [DefaultValue(0f)] public float OffsetZ; [SerializeField] [DefaultValue(0f)] public float Target_OffsetX; [SerializeField] [DefaultValue(0f)] public float Target_OffsetY; [SerializeField] [DefaultValue(0f)] public float Target_OffsetZ; [SerializeField] [DefaultValue(true)] public bool Follow; [SerializeField] [DefaultValue(false)] public bool StickToGround; [SerializeField] [DefaultValue(0f)] public float Destroy_Delay; [SerializeField] [DefaultValue(false)] public bool Combined; [SerializeField] [DefaultValue(false)] public bool Shield; public XFxData() { this.Follow = true; this.ScaleX = 1f; this.ScaleY = 1f; this.ScaleZ = 1f; } } }