using Fort23.UTool;

using Utility.CustomizeTimeLogic.FxLogic.TimeLineEvent;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
#if !COMBAT_SERVER
using UnityEngine.EventSystems;
using CombatLibrary.CombatLibrary.CombatCore.Utility;
using UnityEngine;
#endif

namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
{
    public class TimeLineAudioEventLogic : TimeLineEventLogicBasic
    {
        protected override void ProSetCombatInfo()
        {
        }

        protected override void ProEnter()
        {
// #if !COMBAT_SERVER
//
//             TimeLineAudioSeralization timeLineAudioSeralization =
//                 mTimeLineAssetSerialization as TimeLineAudioSeralization;
//             if (!string.IsNullOrEmpty(timeLineAudioSeralization.audioName))
//             {
//          
//                 ITimeLineAudio iTimeLineSkillStart =
//                     TimeLineSingletonEventManager.Instance.GetTimeLine<ITimeLineAudio>();
//                 if (iTimeLineSkillStart != null)
//                 {
//                     iTimeLineSkillStart.TimeLinePlayAudio(timeLineAudioSeralization.audioName,
//                         timeLineAudioSeralization.isLoop);
//                 }
//             }
// #endif
        }

        protected override void ProLeave()
        {
        }

        protected override void ProTimeUpdate()
        {
        }

        protected override void ProBreakTimeLine()
        {
        }

        protected override void ProDispose()
        {
        }
    }
}