using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface; namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic { public class TimeLineSpineAnimEventLogic : TimeLineEventLogicBasic { protected override void ProSetCombatInfo() { } protected override void ProEnter() { // TimeLineSpineSeralization spineSeralization = // timeLineAssetSerialization as TimeLineSpineSeralization; // if (spineSeralization.isRunPlay) // { // ITimeLineAnimtion tinmLineAnim = _castEntity as ITimeLineAnimtion; // // // tinmLineAnim.PlayAnim(spineSeralization.animName, // spineSeralization.loopMode, // spineSeralization.layerId,true,_timeLineEventLogicGroup.attSpeed.value); // } } protected override void ProLeave() { } protected override void ProTimeUpdate() { } protected override void ProBreakTimeLine() { } protected override void ProDispose() { } } }