namespace Supercell.Laser.Logic.Data { public class SkinConfData : LogicData { public SkinConfData(Row row, DataTable datatable) : base(row, datatable) { LoadData(this, GetType(), row); } public string Name { get; set; } public string Character { get; set; } public string Model { get; set; } public string GadgetModel { get; set; } public string PortraitCameraFile { get; set; } public string IntroCameraFile { get; set; } public bool MirrorIntro { get; set; } public string IdleAnim { get; set; } public string WalkAnim { get; set; } public string PrimarySkillAnim { get; set; } public string SecondarySkillAnim { get; set; } public string PrimarySkillRecoilAnim { get; set; } public string PrimarySkillRecoilAnim2 { get; set; } public string SecondarySkillRecoilAnim { get; set; } public string SecondarySkillRecoilAnim2 { get; set; } public string ReloadingAnim { get; set; } public string PushbackAnim { get; set; } public string HappyAnim { get; set; } public string HappyLoopAnim { get; set; } public string SadAnim { get; set; } public string SadLoopAnim { get; set; } public string HeroScreenIdleAnim { get; set; } public string HeroScreenAnim { get; set; } public string HeroScreenLoopAnim { get; set; } public string SignatureAnim { get; set; } public string HappyEnterAnim { get; set; } public string SadEnterAnim { get; set; } public string ProfileAnim { get; set; } public string IntroAnim { get; set; } public string BossAutoAttackAnim { get; set; } public string BossAutoAttackRecoilAnim { get; set; } public string BossAutoAttackRecoilAnim2 { get; set; } public string GadgetActiveAnim { get; set; } public string GadgetRecoilAnim { get; set; } public string IdleFace { get; set; } public string WalkFace { get; set; } public string HappyFace { get; set; } public string HappyLoopFace { get; set; } public string SadFace { get; set; } public string SadLoopFace { get; set; } public string HeroScreenIdleFace { get; set; } public string HeroScreenFace { get; set; } public string HeroScreenLoopFace { get; set; } public string SignatureFace { get; set; } public string ProfileFace { get; set; } public string IntroFace { get; set; } public string HappyEffect { get; set; } public string SadEffect { get; set; } public bool PetInSameSprite { get; set; } public bool AttackLocksAttackAngle { get; set; } public bool UltiLocksAttackAngle { get; set; } public string MainAttackProjectile { get; set; } public string UltiProjectile { get; set; } public string MainAttackEffect { get; set; } public string UltiAttackEffect { get; set; } public bool UseBlueTextureInMenus { get; set; } public string MainAttackUseEffect { get; set; } public string UltiUseEffect { get; set; } public string UltiEndEffect { get; set; } public string MeleeHitEffect { get; set; } public string SpawnEffect { get; set; } public string UltiLoopEffect { get; set; } public string UltiLoopEffect2 { get; set; } public string AreaEffect { get; set; } public string AreaEffectStarPower { get; set; } public string SpawnedItem { get; set; } public string KillCelebrationSoundVO { get; set; } public string InLeadCelebrationSoundVO { get; set; } public string StartSoundVO { get; set; } public string UseUltiSoundVO { get; set; } public string TakeDamageSoundVO { get; set; } public string DeathSoundVO { get; set; } public string AttackSoundVO { get; set; } public string BoneEffect1 { get; set; } public string BoneEffect2 { get; set; } public string BoneEffect3 { get; set; } public string BoneEffect4 { get; set; } public string BoneEffectUse { get; set; } public string AutoAttackProjectile { get; set; } public string ProjectileForShockyStarPower { get; set; } public string IncendiaryStarPowerAreaEffect { get; set; } public string MoveEffect { get; set; } public string StillEffect { get; set; } public string ChargedShotEffect { get; set; } public bool DisableHeadRotation { get; set; } } }