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using System;
using System.ComponentModel;
using UnityEngine;
namespace XUtliPoolLib
{
[Serializable]
public class XCameraEffectData : XBaseData
{
[SerializeField]
[DefaultValue(0f)]
public float Time;
[SerializeField]
[DefaultValue(0f)]
public float FovAmp;
[SerializeField]
[DefaultValue(0f)]
public float Frequency;
[SerializeField]
public CameraMotionSpace Coordinate = CameraMotionSpace.World;
[SerializeField]
[DefaultValue(true)]
public bool ShakeX;
[SerializeField]
[DefaultValue(true)]
public bool ShakeY;
[SerializeField]
[DefaultValue(true)]
public bool ShakeZ;
[SerializeField]
[DefaultValue(0f)]
public float AmplitudeX;
[SerializeField]
[DefaultValue(0f)]
public float AmplitudeY;
[SerializeField]
[DefaultValue(0f)]
public float AmplitudeZ;
[SerializeField]
[DefaultValue(0f)]
public float At;
[SerializeField]
[DefaultValue(false)]
public bool Random;
[SerializeField]
[DefaultValue(false)]
public bool Combined;
public XCameraEffectData()
{
this.ShakeX = true;
this.ShakeY = true;
this.ShakeZ = true;
}
}
}
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