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);
}
}