using FullInspector; namespace MoleMole.Config { public class ConfigMonsterStateMachinePattern : ConfigEntityStateMachinePattern { public string AIMode; public float ThrowAnimDefenceRatio; [InspectorNullable] public string ThrowDieEffectPattern; [InspectorNullable] public string FastDieEffectPattern; public float FastDieAnimationWaitDuration = 0.5f; [InspectorNullable] public string ThrowUpNamedState; public float ThrowUpNamedStateRetreatStopNormalizedTime = 1f; [InspectorNullable] public string ThrowBlowNamedState; [InspectorNullable] public string ThrowBlowDieNamedState; [InspectorNullable] public string ThrowBlowAirNamedState; public float ThrowBlowAirNamedStateRetreatStopNormalizedTime = 1f; public float RetreatToVelocityScaleRatio = 0.02f; public float RetreatBlowVelocityRatio = 1f; public float HeavyRetreatThreshold = 25f; public bool UseRandomLeftRightHitEffectAsNormal; public bool UseBackHitAngleCheck; public float BackHitDegreeThreshold = 60f; public bool UseLeftRightHitAngleCheck; public float LeftRightHitAngleRange = 60f; public bool UseStandByWalkSteer; public float WalkSteerTimeThreshold = 0.3f; public string WalkSteerAnimatorStateName; public bool KeepHitboxStanding; public float KeepHitboxStandingMinHeight = 0.7f; public bool UseAbsMoveSpeed; public ConfigEntityAttackEffect BeHitEffect; public ConfigEntityAttackEffect BeHitEffectMid; public ConfigEntityAttackEffect BeHitEffectBig; public string DieAnimEventID; } }