using System; using System.Collections.Generic; using UnityEngine; public class EventCameraData : ScriptableObject { public float baseTime; public float timeScale; public int length; public List type; public List isEnd; public List startTime; public List fadeData; public List pathData; public List dofData; public List pathData2; public List rotationData; public List returnDefault; public List returnDefaultRotate; public List fovData; public EventCameraData() { type = new List(); isEnd = new List(); startTime = new List(); fadeData = new List(); pathData = new List(); dofData = new List(); pathData2 = new List(); rotationData = new List(); returnDefault = new List(); returnDefaultRotate = new List(); fovData = new List(); } [Serializable] public class DofData { public float workTime; public float workTimeScale; public List use; public List typeStart; public List typeEnd; public List valStart; public List valEnd; public Vector3 targetOffset; public DofData() { use = new List(); typeStart = new List(); typeEnd = new List(); valStart = new List(); valEnd = new List(); } } public sealed class DofValType { public int value__; public GameObject Input; public GameObject Defaul; public GameObject Work; } public sealed class EventType { public int value__; public GameObject Path; public GameObject Fade; public GameObject EventEnd; public GameObject StopEnd; public GameObject DofLength; public GameObject NewPath; public GameObject Rotation; public GameObject ReturnDefaultCamera; public GameObject ReturnDefaultRotate; public GameObject FieldOfView; } [Serializable] public class FadeData { public FadeType type; public Color color; public float duration; } public sealed class FadeType { public int value__; public GameObject In; public GameObject Out; } [Serializable] public class FovData { public int curveIndex; public float workTime; public float workTimeScale; public float field_of_view_start; public float field_of_view; public bool is_default_start; public bool is_default_end; } [Serializable] public class PathData { public float workTime; public float workTimeScale; public VectorType vTypeStart; public VectorType vTypeEnd; public Vector3 startPosition; public Vector3 Vectol; public Vector3 endPosition; public bool isDefaultRotate; public Vector3 startRotation; public Vector3 endRotation; } [Serializable] public class PathData2 { public int curveIndex; public float workTime; public float workTimeScale; public VectorType vTypeStart; public VectorType vTypeEnd; public Vector3 Pos1; public Vector3 Pos2; public Vector3 Pos3; } [Serializable] public class ReturnDefault { public int curveIndex; public float workTime; public float workTimeScale; } [Serializable] public class RotationData { public int curveIndex; public float workTime; public float workTimeScale; public bool isDefaultRotate; public Vector3 Angle1; public Vector3 Angle2; } public sealed class VectorType { public int value__; public GameObject Local; public GameObject World; public GameObject Default; public GameObject Before; } }