using System; using System.ComponentModel; using UnityEngine; namespace XUtliPoolLib { [Serializable] public class XManipulationData : XBaseData { [SerializeField] [DefaultValue(0f)] public float At; [SerializeField] [DefaultValue(0f)] public float End; [SerializeField] [DefaultValue(0f)] public float OffsetX; [SerializeField] [DefaultValue(0f)] public float OffsetZ; [SerializeField] [DefaultValue(0f)] public float Degree; [SerializeField] [DefaultValue(0f)] public float Radius; [SerializeField] [DefaultValue(0f)] public float Force; [SerializeField] [DefaultValue(true)] public bool TargetIsOpponent; public XManipulationData() { this.TargetIsOpponent = true; } } }