{
  "AbilityMixins": [
    {
      "$type": "BulletMixin",
      "AliveDuration": 1,
      "BulletColliderConfig": {
        "ColliderAngleOffset": {
          "x": 0,
          "y": 0,
          "z": 0
        },
        "ColliderPosOffset": {
          "x": 0,
          "y": 0,
          "z": 0
        },
        "ColliderType": "Sphere",
        "SphereColliderRadius": 3
      },
      "BulletEffect": {
        "EffectPattern": "Eff_ZhuYuan_Attack_QTE_01_09_Boom"
      },
      "BulletHitTypeName": "Normal",
      "BulletInitPosRot": {
        "CoordsOption": "Caster",
        "NeedRaycastGround": false,
        "Offset": {
          "AngleOffset": {
            "x": 0,
            "y": 0,
            "z": 0
          },
          "IsUseRotationXZ": false,
          "IsUseRotationY": true,
          "PositionOffset": {
            "x": 0,
            "y": 0,
            "z": 0
          }
        },
        "TargetOption": {
          "$type": "ConfigPosRotReferTarget",
          "OffsetReferTarget": "Caster"
        },
        "Targetting": "Enemy"
      },
      "BulletName": "Bullet_Empty_IgnoreWall",
      "CanHitStage": false,
      "DelayActionList": [
        {
          "DelayTime": 0,
          "HitAnimEventID": "ZhuYuan_Attack_SwitchIn_Attack_Ex_AttackProperty_Bullet_01"
        }
      ],
      "DestroyExplode": false,
      "HitOtherExplode": false,
      "HitStageExplode": false,
      "MaxHitNum": -1,
      "MaxHitStageNum": -1,
      "MaxHitTargetNum": -1,
      "MaxTouchStageNum": 0,
      "MovementConfig": {
        "$type": "ConfigMovementSimple",
        "Acceleration": {
          "x": 0,
          "y": 0,
          "z": 0
        },
        "CoordinateType": "Local",
        "Duration": -1,
        "Gravity": 0,
        "HitNormalRatio": 1,
        "HitTangentialRatio": 1,
        "InitVelocity": {
          "x": 0,
          "y": 0,
          "z": 0
        },
        "TimesUpMoveOption": "Remain"
      },
      "Targetting": "Enemy"
    }
  ],
  "AbilityName": "ZhuYuan_SwitchInAttack_EX_Bullet_Blow_Air",
  "AbilityStacking": "Unique"
}