using UnityEngine; [System.Serializable] public class SerializedSoftJointLimit { private SoftJointLimit struc = new SoftJointLimit(); public static implicit operator SoftJointLimit(SerializedSoftJointLimit c) { return new SoftJointLimit() { limit = c._limit, bounciness = c._bounciness, contactDistance = c._contactDistance }; } public static explicit operator SerializedSoftJointLimit(SoftJointLimit c) { return new SerializedSoftJointLimit(c); } public SerializedSoftJointLimit() { } private SerializedSoftJointLimit(SoftJointLimit _data) { this.limit = _data.limit; this.bounciness = _data.bounciness; this.contactDistance = _data.contactDistance; } [SerializeField] private float _limit = 0; [SerializeField] private float _bounciness = 0; [SerializeField] private float _contactDistance = 0; public float limit { get { return struc.limit; } set { _limit = struc.limit = value; } } public float bounciness { get { return struc.bounciness; } set { _bounciness = struc.bounciness = value; } } public float contactDistance { get { return struc.contactDistance; } set { _contactDistance = struc.contactDistance = value; } } }