using UnityEngine.Playables; using UnityEngine.Timeline; using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic; [System.Serializable] public class TimeLineAlertSeriailztion : TimeLineAssetSerialization { public string guid; public int angle; public bool isFindEnemy; public bool isFindMyHero; public TimeLineAlertType alertType; public bool manualClose; public enum TimeLineAlertType { /// /// 默认 /// Default, // /// // /// 危险型,玩家可以闪避 // /// Dangerous, } // public float volume; public TimeLineAlertSeriailztion() { } #if !COMBAT_SERVER public TimeLineAlertSeriailztion(PlayableDirector playableDirector, GroupTrack groupTrack, TimelineClip timelineClip) : base(groupTrack, timelineClip) { TimeLineAlertAsset audioPlayableAsset = timelineClip.asset as TimeLineAlertAsset; guid = audioPlayableAsset.pointGuid; angle = audioPlayableAsset.angle; alertType = audioPlayableAsset.alertType; isFindEnemy = audioPlayableAsset.isFindEnemy; isFindMyHero = audioPlayableAsset.isFindMyHero; manualClose = audioPlayableAsset.manualClose; } #endif public override TimeLineEventLogicBasic CreateLogic() { return new TimeLineAlertLogic(); } }