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using System;
using System.ComponentModel;
using UnityEngine;
namespace XUtliPoolLib
{
[Serializable]
public class XHitData : XBaseData
{
[SerializeField]
[DefaultValue(0f)]
public float Time_Present_Straight;
[SerializeField]
[DefaultValue(0f)]
public float Time_Hard_Straight;
[SerializeField]
[DefaultValue(0f)]
public float Offset;
[SerializeField]
[DefaultValue(0f)]
public float Height;
[SerializeField]
public XBeHitState State = XBeHitState.Hit_Back;
[SerializeField]
public XBeHitState_Animation State_Animation = XBeHitState_Animation.Hit_Back_Front;
[SerializeField]
[DefaultValue(0f)]
public float Random_Range;
[SerializeField]
public string Fx = null;
[SerializeField]
[DefaultValue(true)]
public bool Fx_Follow;
[SerializeField]
[DefaultValue(false)]
public bool Fx_StickToGround;
[SerializeField]
[DefaultValue(false)]
public bool CurveUsing;
[SerializeField]
[DefaultValue(false)]
public bool FreezePresent;
[SerializeField]
[DefaultValue(0f)]
public float FreezeDuration;
[SerializeField]
[DefaultValue(true)]
public bool Additional_Using_Default;
[SerializeField]
[DefaultValue(0f)]
public float Additional_Hit_Time_Present_Straight;
[SerializeField]
[DefaultValue(0f)]
public float Additional_Hit_Time_Hard_Straight;
[SerializeField]
[DefaultValue(0f)]
public float Additional_Hit_Offset;
[SerializeField]
[DefaultValue(0f)]
public float Additional_Hit_Height;
public XHitData()
{
this.Fx_Follow = true;
this.Additional_Using_Default = true;
}
}
}
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