using UnityEngine; using UnityEngine.Playables; using UnityEngine.Timeline; [System.Serializable] public class TimeLineParticleSystemAsset : ControlPlayableAsset { [Header("作用目标")] public FXTargetType targetType; [Header("播放目标位置")] public FXLocationType LocationType; [Header("特定目标位置名")] public string targetSpecialDotName; [Header("指定hit点里面的点")] public string hitPointGroupName; [Header("高度设置再地面")] public bool isGround; /// /// 是否跟随目标 /// [Header("是否跟随目标")] public bool isFollowTarget; /// /// 是否不旋转 (默认是跟随目标旋转) /// [Header("是否不跟随目标旋转")] public bool isNotRotate; /// /// 是否跟随目标 /// [Header("是否跟随root目标")] public bool isFollowRootTarget; // /// // /// 是否跟随目标 // /// // [Header("是否跟随root目标")] public bool isFollowRootRotate; /// /// 是否跟随攻击速度进行播放te /// [Header("攻击速度播放特效")] public bool isAttSpeed; [Header("是否是循环特效")] public bool isLoop; [Header("循环独占")] public bool loopAlone; [Header("激活自定义目标点")] public bool isActivityCustomTargetPos; [Header("自定义目标点下标")] public int CustomTargetPosIndex; [Header("间隔时间")] public float intervalTime; public override Playable CreatePlayable(PlayableGraph graph, GameObject go) { return base.CreatePlayable(graph, go); } }