#if !COMBAT_SERVER using UnityEngine.Playables; using UnityEngine.Timeline; #endif using Fort23.Core; using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic; [System.Serializable] public class TimeLineAudioSeralization : TimeLineAssetSerialization { public string audioName; public bool isLoop; // public float volume; public TimeLineAudioSeralization() { } #if !COMBAT_SERVER public TimeLineAudioSeralization(PlayableDirector playableDirector, GroupTrack groupTrack, TimelineClip timelineClip) : base(groupTrack, timelineClip) { AudioPlayableAsset audioPlayableAsset = timelineClip.asset as AudioPlayableAsset; if (audioPlayableAsset.clip != null) { audioName = audioPlayableAsset.clip.name; isLoop = audioPlayableAsset.loop; // volume = 1; } } #endif public override TimeLineEventLogicBasic CreateLogic() { return CObjectPool.Instance.Fetch(); } }