using System; using System.ComponentModel; using UnityEngine; namespace XUtliPoolLib { [Serializable] public class XWarningData : XBaseData { [SerializeField] public XWarningType Type = XWarningType.Warning_None; [SerializeField] [DefaultValue(0f)] public float At; [SerializeField] [DefaultValue(0f)] public float FxDuration; [SerializeField] [DefaultValue(0f)] public float OffsetX; [SerializeField] [DefaultValue(0f)] public float OffsetY; [SerializeField] [DefaultValue(0f)] public float OffsetZ; [SerializeField] public string Fx = null; [SerializeField] [DefaultValue(1f)] public float Scale = 1f; [SerializeField] [DefaultValue(false)] public bool Mobs_Inclusived; [SerializeField] [DefaultValue(0)] public int MaxRandomTarget; [SerializeField] [DefaultValue(false)] public bool RandomWarningPos; [SerializeField] [DefaultValue(0)] public float PosRandomRange; [SerializeField] [DefaultValue(0)] public int PosRandomCount; public XWarningData() { this.Scale = 1f; } } }