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 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;
}
#endif
public override TimeLineEventLogicBasic CreateLogic()
{
return new TimeLineAlertLogic();
}
}