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using System;
using System.ComponentModel;
using UnityEngine;
namespace XUtliPoolLib
{
[Serializable]
public class XManipulationData : XBaseData
{
[SerializeField]
[DefaultValue(0f)]
public float At;
[SerializeField]
[DefaultValue(0f)]
public float End;
[SerializeField]
[DefaultValue(0f)]
public float OffsetX;
[SerializeField]
[DefaultValue(0f)]
public float OffsetZ;
[SerializeField]
[DefaultValue(0f)]
public float Degree;
[SerializeField]
[DefaultValue(0f)]
public float Radius;
[SerializeField]
[DefaultValue(0f)]
public float Force;
[SerializeField]
[DefaultValue(true)]
public bool TargetIsOpponent;
public XManipulationData()
{
this.TargetIsOpponent = true;
}
}
}
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