// #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();
// }
// }