Files
Dpr-ScriptsOnly/Assets/EventCameraData.cs
2023-07-01 21:07:29 -05:00

165 lines
4.2 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
public class EventCameraData : ScriptableObject
{
public float baseTime;
public float timeScale;
public int length;
public List<EventType> type;
public List<bool> isEnd;
public List<float> startTime;
public List<FadeData> fadeData;
public List<PathData> pathData;
public List<DofData> dofData;
public List<PathData2> pathData2;
public List<RotationData> rotationData;
public List<ReturnDefault> returnDefault;
public List<ReturnDefault> returnDefaultRotate;
public List<FovData> fovData;
public EventCameraData()
{
type = new List<EventType>();
isEnd = new List<bool>();
startTime = new List<float>();
fadeData = new List<FadeData>();
pathData = new List<PathData>();
dofData = new List<DofData>();
pathData2 = new List<PathData2>();
rotationData = new List<RotationData>();
returnDefault = new List<ReturnDefault>();
returnDefaultRotate = new List<ReturnDefault>();
fovData = new List<FovData>();
}
[Serializable]
public class DofData
{
public float workTime;
public float workTimeScale;
public List<bool> use;
public List<DofValType> typeStart;
public List<DofValType> typeEnd;
public List<float> valStart;
public List<float> valEnd;
public Vector3 targetOffset;
public DofData()
{
use = new List<bool>();
typeStart = new List<DofValType>();
typeEnd = new List<DofValType>();
valStart = new List<float>();
valEnd = new List<float>();
}
}
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;
}
}