using System; using System.ComponentModel; using UnityEngine; namespace XUtliPoolLib { [Serializable] public class XResultData : XBaseData { [SerializeField] [DefaultValue(false)] public bool LongAttackEffect; [SerializeField] [DefaultValue(false)] public bool Attack_Only_Target; [SerializeField] [DefaultValue(false)] public bool Attack_All; [SerializeField] [DefaultValue(false)] public bool Mobs_Inclusived; [SerializeField] [DefaultValue(true)] public bool Sector_Type; [SerializeField] [DefaultValue(false)] public bool Rect_HalfEffect; [SerializeField] [DefaultValue(0)] public int None_Sector_Angle_Shift; [SerializeField] [DefaultValue(0f)] public float At; [SerializeField] [DefaultValue(0f)] public float Low_Range; [SerializeField] [DefaultValue(0f)] public float Range; [SerializeField] [DefaultValue(0f)] public float Scope; [SerializeField] [DefaultValue(0f)] public float Offset_X; [SerializeField] [DefaultValue(0f)] public float Offset_Z; [SerializeField] [DefaultValue(false)] public bool Loop; [SerializeField] [DefaultValue(false)] public bool Group; [SerializeField] [DefaultValue(0f)] public float Cycle; [SerializeField] [DefaultValue(0)] public int Loop_Count; [SerializeField] [DefaultValue(0)] public int Deviation_Angle; [SerializeField] [DefaultValue(0)] public int Angle_Step; [SerializeField] [DefaultValue(0f)] public float Time_Step; [SerializeField] [DefaultValue(0)] public int Group_Count; [SerializeField] [DefaultValue(0)] public int Token; [SerializeField] [DefaultValue(false)] public bool Clockwise; [SerializeField] public XLongAttackResultData LongAttackData; [SerializeField] [DefaultValue(false)] public bool Warning; [SerializeField] [DefaultValue(0)] public int Warning_Idx; [SerializeField] public XResultAffectDirection Affect_Direction = XResultAffectDirection.AttackDir; public XResultData() { this.Sector_Type = true; } } }