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using System;
using System.ComponentModel;
using UnityEngine;
namespace XUtliPoolLib
{
[Serializable]
public class XFxData : XBaseData
{
[SerializeField]
public SkillFxType Type = SkillFxType.FirerBased;
[SerializeField]
[DefaultValue(0f)]
public float At;
[SerializeField]
[DefaultValue(0f)]
public float End;
[SerializeField]
public string Fx = null;
[SerializeField]
public string Bone = null;
[SerializeField]
[DefaultValue(1f)]
public float ScaleX;
[SerializeField]
[DefaultValue(1f)]
public float ScaleY;
[SerializeField]
[DefaultValue(1f)]
public float ScaleZ;
[SerializeField]
[DefaultValue(0f)]
public float OffsetX;
[SerializeField]
[DefaultValue(0f)]
public float OffsetY;
[SerializeField]
[DefaultValue(0f)]
public float OffsetZ;
[SerializeField]
[DefaultValue(0f)]
public float Target_OffsetX;
[SerializeField]
[DefaultValue(0f)]
public float Target_OffsetY;
[SerializeField]
[DefaultValue(0f)]
public float Target_OffsetZ;
[SerializeField]
[DefaultValue(true)]
public bool Follow;
[SerializeField]
[DefaultValue(false)]
public bool StickToGround;
[SerializeField]
[DefaultValue(0f)]
public float Destroy_Delay;
[SerializeField]
[DefaultValue(false)]
public bool Combined;
[SerializeField]
[DefaultValue(false)]
public bool Shield;
public XFxData()
{
this.Follow = true;
this.ScaleX = 1f;
this.ScaleY = 1f;
this.ScaleZ = 1f;
}
}
}
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