using Fort23.Core;
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 bool isFixedPoint;
    public bool isNew;
    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;
        isNew = audioPlayableAsset.isNew;
    }
#endif
    public override TimeLineEventLogicBasic CreateLogic()
    {
          return CObjectPool.Instance.Fetch();
    }
}