#if !COMBAT_SERVER using UnityEngine; using UnityEngine.Playables; [System.Serializable] public class ActiveGameObjectPlayableAsset : CustomizePlayableAsset { [Header("激活对象")]public ExposedReference gameObject; [Header("是否激活")] public bool isActive; [Header("是否永久状态")] public bool isLasting; public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { ScriptPlayable playable = ScriptPlayable.Create(graph); ActiveGameObjectPlayableBehaviour activeGameObjectPlayableBehaviour = playable.GetBehaviour(); activeGameObjectPlayableBehaviour.isActive = isActive; activeGameObjectPlayableBehaviour.gameObject = gameObject.Resolve (graph.GetResolver ());; activeGameObjectPlayableBehaviour.isLasting = isLasting; return playable; } } #endif