// #if !COMBAT_SERVER
//
//
// using UnityEngine.Playables;
// using UnityEngine.Timeline;
// #endif
// using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
//
// [System.Serializable]
// public class TimeLineSpineSeralization : TimeLineAssetSerialization
// {
//     public string animName;
//
//     /// <summary>
//     /// 0=默认 1=开启循环 2=关闭循环
//     /// </summary>
//     public bool loopMode;
//
//     public bool isRunPlay;
//     public int layerId;
//
//     /// <summary>
//     /// 是否激活IK
//     /// </summary>
//     public bool isActiveIk;
//
//     /// <summary>
//     /// ik的跟踪名字
//     /// </summary>
//     public string ikName;
//
//     public TimeLineSpineSeralization()
//     {
//     }
// #if !COMBAT_SERVER
//
//     public TimeLineSpineSeralization(PlayableDirector playableDirector, GroupTrack groupTrack,
//         TimelineClip timelineClip) : base(groupTrack, timelineClip)
//     {
//         SpineAnimationStateClip animationPlayableAsset =
//             timelineClip.asset as SpineAnimationStateClip;
//         if (animationPlayableAsset.template != null&&animationPlayableAsset.template.animationReference!=null)
//         {
//             animName = animationPlayableAsset.template.animationReference.name;
//             loopMode = animationPlayableAsset.template.loop;
//             isRunPlay = animationPlayableAsset.template.isRunPlay;
//             layerId = animationPlayableAsset.template.playLayer;
//             isActiveIk = animationPlayableAsset.template.isActiveIk;
//             ikName = animationPlayableAsset.template.ikName;
//         }
//     }
// #endif
//     public override TimeLineEventLogicBasic CreateLogic()
//     {
//         return new TimeLineSpineAnimEventLogic();
//     }
// }