using System;
using System.Collections.Generic;
using UnityEngine;

[Serializable]
public class DanceEnemyParam
{
	public int ID;

	public string Name = string.Empty;

	public int UseVoltage;

	public int PushRate;

	public Dictionary<Dance_Note.Evaluation, int> EvalueRate = new Dictionary<Dance_Note.Evaluation, int>();

	public int InitialAppeal;

	public int ApeealRate;

	public int ApeealMax;

	public GameObject AppealCutInEffect;

	public GameObject ReversalCutInEffect;

	public string PersonalVoice1;

	public string PersonalVoice2;

	public string JobVoice;

	public string ReversalVoice;

	public Sprite ConfrontCutin;

	public Sprite PersonalCutin1;

	public Sprite PersonalCutin2;

	public Sprite JobCutin;

	public Sprite ReversalCutin;

	public Sprite Icon;
}
