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using System;
using System.ComponentModel;
using UnityEngine;
namespace XUtliPoolLib
{
[Serializable]
public class XResultData : XBaseData
{
[SerializeField]
[DefaultValue(false)]
public bool LongAttackEffect;
[SerializeField]
[DefaultValue(false)]
public bool Attack_Only_Target;
[SerializeField]
[DefaultValue(false)]
public bool Attack_All;
[SerializeField]
[DefaultValue(false)]
public bool Mobs_Inclusived;
[SerializeField]
[DefaultValue(true)]
public bool Sector_Type;
[SerializeField]
[DefaultValue(false)]
public bool Rect_HalfEffect;
[SerializeField]
[DefaultValue(0)]
public int None_Sector_Angle_Shift;
[SerializeField]
[DefaultValue(0f)]
public float At;
[SerializeField]
[DefaultValue(0f)]
public float Low_Range;
[SerializeField]
[DefaultValue(0f)]
public float Range;
[SerializeField]
[DefaultValue(0f)]
public float Scope;
[SerializeField]
[DefaultValue(0f)]
public float Offset_X;
[SerializeField]
[DefaultValue(0f)]
public float Offset_Z;
[SerializeField]
[DefaultValue(false)]
public bool Loop;
[SerializeField]
[DefaultValue(false)]
public bool Group;
[SerializeField]
[DefaultValue(0f)]
public float Cycle;
[SerializeField]
[DefaultValue(0)]
public int Loop_Count;
[SerializeField]
[DefaultValue(0)]
public int Deviation_Angle;
[SerializeField]
[DefaultValue(0)]
public int Angle_Step;
[SerializeField]
[DefaultValue(0f)]
public float Time_Step;
[SerializeField]
[DefaultValue(0)]
public int Group_Count;
[SerializeField]
[DefaultValue(0)]
public int Token;
[SerializeField]
[DefaultValue(false)]
public bool Clockwise;
[SerializeField]
public XLongAttackResultData LongAttackData;
[SerializeField]
[DefaultValue(false)]
public bool Warning;
[SerializeField]
[DefaultValue(0)]
public int Warning_Idx;
[SerializeField]
public XResultAffectDirection Affect_Direction = XResultAffectDirection.AttackDir;
public XResultData()
{
this.Sector_Type = true;
}
}
}
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