using System; using System.ComponentModel; using UnityEngine; namespace XUtliPoolLib { [Serializable] public class XHitData : XBaseData { [SerializeField] [DefaultValue(0f)] public float Time_Present_Straight; [SerializeField] [DefaultValue(0f)] public float Time_Hard_Straight; [SerializeField] [DefaultValue(0f)] public float Offset; [SerializeField] [DefaultValue(0f)] public float Height; [SerializeField] public XBeHitState State = XBeHitState.Hit_Back; [SerializeField] public XBeHitState_Animation State_Animation = XBeHitState_Animation.Hit_Back_Front; [SerializeField] [DefaultValue(0f)] public float Random_Range; [SerializeField] public string Fx = null; [SerializeField] [DefaultValue(true)] public bool Fx_Follow; [SerializeField] [DefaultValue(false)] public bool Fx_StickToGround; [SerializeField] [DefaultValue(false)] public bool CurveUsing; [SerializeField] [DefaultValue(false)] public bool FreezePresent; [SerializeField] [DefaultValue(0f)] public float FreezeDuration; [SerializeField] [DefaultValue(true)] public bool Additional_Using_Default; [SerializeField] [DefaultValue(0f)] public float Additional_Hit_Time_Present_Straight; [SerializeField] [DefaultValue(0f)] public float Additional_Hit_Time_Hard_Straight; [SerializeField] [DefaultValue(0f)] public float Additional_Hit_Offset; [SerializeField] [DefaultValue(0f)] public float Additional_Hit_Height; public XHitData() { this.Fx_Follow = true; this.Additional_Using_Default = true; } } }