using System; using System.Collections.Generic; using NaughtyAttributes; using UnityEngine; namespace Util { [CreateAssetMenu(fileName = "Effect", menuName = "Effects/Effector")] public class EffectorParticle : ScriptableObject { [BoxGroup("Effector ")] public bool hasWeaponTarget = false; [BoxGroup("Effector ")] [SerializeField] internal List effects; [BoxGroup("Effector ")] [SerializeField] internal List effectsTyping; } }