#if !COMBAT_SERVER
using UnityEngine.Playables;
using UnityEngine.Timeline;
#endif
using Fort23.Core;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
///
/// 激活父物体对象
///
[System.Serializable]
public class TimeLineActiveGameObjectSerializtion : TimeLineAssetSerialization
{
public bool isActive;
public string targetName;
public TimeLineActiveGameObjectSerializtion()
{
}
#if !COMBAT_SERVER
public TimeLineActiveGameObjectSerializtion(PlayableDirector playableDirector, GroupTrack groupTrack, TimelineClip timelineClip) : base(groupTrack, timelineClip)
{
ActiveGameObjectPlayableAsset activeGameObjectPlayableAsset = timelineClip.asset as ActiveGameObjectPlayableAsset;
if (activeGameObjectPlayableAsset.gameObject.Resolve(playableDirector.playableGraph.GetResolver()) != null)
{
targetName = activeGameObjectPlayableAsset.gameObject.Resolve(playableDirector.playableGraph.GetResolver()).name;
isActive = activeGameObjectPlayableAsset.isActive;
}
}
#endif
public override TimeLineEventLogicBasic CreateLogic()
{
return CObjectPool.Instance.Fetch();
}
}