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- using System;
- using System.Collections.Generic;
- using UnityEngine;
- [Serializable]
- public class DanceEnemyParam
- {
- public string NameTerm
- {
- get
- {
- return "SceneDanceSelect/敵名/" + this.ID.ToString();
- }
- }
- 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;
- }
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