using System; using UnityEngine; public class PokemonVariation : MonoBehaviour { public PokemonVariation.PokeType Type { get { return PokemonVariation.PokeType.NORMAL; } set { } } public float ScaleVariation { get { return default(float); } } private void Start() { } private void Update() { } private void UpdateVariation() { } public void ChangeVariation(string newVri) { } public void ChangePrevVariation() { } public void ChangeNextVariation() { } public void ChangeType(PokemonVariation.PokeType type) { } public PokemonVariation() { } [SerializeField] private PokemonVariation.PokeType pokeType; public string[] variations; public string variation; public PokemonVariation.VisibilityParam[] mVisibilitys; public PokemonVariation.RendererMaterial[] rendererMaterials; [SerializeField] private Material[] mBaseMaterials; public PokemonVariation.MaterialParam[] mMaterialParams; public float[] mVariationScale; public bool debugKey; public enum PokeType { NORMAL, SHINYCOLOR, TEST } [Serializable] public class VisibilityParam { public VisibilityParam() { } public GameObject[] boneVisibilitys; public string variation; } [Serializable] public class MaterialArray { public MaterialArray(int num) { } public Material[] materials; } [Serializable] public class MaterialVariation { public Material[] GetMaterials(PokemonVariation.PokeType pt) { return null; } public MaterialVariation() { } public PokemonVariation.MaterialArray[] materialArrays; public Material[] materials_default; public Material[] materials_rare; } [Serializable] public class MaterialParam { public MaterialParam() { } public MaterialParam(PokemonVariation.MaterialParam source) { } public string variation; public PokemonVariation.MaterialVariation materialVariation; } [Serializable] public class RendererMaterial { public RendererMaterial() { } public Renderer renderer; public Material[] materials; public int[] materialIndexs; } }