// #if !COMBAT_SERVER // // // using UnityEngine.Playables; // using UnityEngine.Timeline; // #endif // using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic; // // [System.Serializable] // public class TimeLineSpineSeralization : TimeLineAssetSerialization // { // public string animName; // // /// // /// 0=默认 1=开启循环 2=关闭循环 // /// // public bool loopMode; // // public bool isRunPlay; // public int layerId; // // /// // /// 是否激活IK // /// // public bool isActiveIk; // // /// // /// ik的跟踪名字 // /// // public string ikName; // // public TimeLineSpineSeralization() // { // } // #if !COMBAT_SERVER // // public TimeLineSpineSeralization(PlayableDirector playableDirector, GroupTrack groupTrack, // TimelineClip timelineClip) : base(groupTrack, timelineClip) // { // SpineAnimationStateClip animationPlayableAsset = // timelineClip.asset as SpineAnimationStateClip; // if (animationPlayableAsset.template != null&&animationPlayableAsset.template.animationReference!=null) // { // animName = animationPlayableAsset.template.animationReference.name; // loopMode = animationPlayableAsset.template.loop; // isRunPlay = animationPlayableAsset.template.isRunPlay; // layerId = animationPlayableAsset.template.playLayer; // isActiveIk = animationPlayableAsset.template.isActiveIk; // ikName = animationPlayableAsset.template.ikName; // } // } // #endif // public override TimeLineEventLogicBasic CreateLogic() // { // return new TimeLineSpineAnimEventLogic(); // } // }