using UnityEngine; namespace Wizard; public class MyPageCustomBGMasterData { public string Id { get; private set; } private string NameTextId { get; set; } public string Name => Data.Master.GetMyPageBGText(NameTextId); public float PositionX { get; private set; } public float PositionY { get; private set; } public float PositionX2 { get; private set; } public float PositionY2 { get; private set; } public float Scale { get; private set; } public float Scale2 { get; private set; } public Vector3 Position => new Vector3(PositionX, PositionY, 0f); public Vector3 Position2 => new Vector3(PositionX2, PositionY2, 0f); public bool IsFrontEffectAttachCharacter { get; private set; } public bool IsBackEffectAttachCharacter { get; private set; } public float SpineCameraSize { get; private set; } public float ShaderAlphaBorder { get; private set; } public float ShaderAlphaDevide { get; private set; } public bool IsBGCardShader { get; private set; } public MyPageCustomBGMasterData(string[] columns) { int num = 0; Id = columns[num++]; NameTextId = columns[num++]; PositionX = float.Parse(columns[num++]); PositionY = float.Parse(columns[num++]); PositionX2 = float.Parse(columns[num++]); PositionY2 = float.Parse(columns[num++]); Scale = float.Parse(columns[num++]); Scale2 = float.Parse(columns[num++]); IsFrontEffectAttachCharacter = int.Parse(columns[num++]) != 0; IsBackEffectAttachCharacter = int.Parse(columns[num++]) != 0; SpineCameraSize = float.Parse(columns[num++]); ShaderAlphaBorder = float.Parse(columns[num++]); ShaderAlphaDevide = float.Parse(columns[num++]); IsBGCardShader = int.Parse(columns[num++]) != 0; } }