#if !COMBAT_SERVER
using UnityEngine.Playables;
using UnityEngine.Timeline;
#endif
using Fort23.Core;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
[System.Serializable]
public class TineLineAnimationPlayableSerialization : TimeLineAssetSerialization
{
public string animName;
///
/// 0=默认 1=开启循环 2=关闭循环
///
public int loopMode;
public bool isRunPlay;
public int layerId;
public TineLineAnimationPlayableSerialization()
{
}
#if !COMBAT_SERVER
public TineLineAnimationPlayableSerialization(PlayableDirector playableDirector, GroupTrack groupTrack,
TimelineClip timelineClip) : base(groupTrack, timelineClip)
{
TimeLinePlayEntityAnimtionAsset animationPlayableAsset = timelineClip.asset as TimeLinePlayEntityAnimtionAsset;
if (animationPlayableAsset.clip != null)
{
animName = animationPlayableAsset.clip.name;
loopMode = (int) animationPlayableAsset.loop;
isRunPlay = animationPlayableAsset.isRunPlay;
layerId = animationPlayableAsset.layerId;
}
}
#endif
public override TimeLineEventLogicBasic CreateLogic()
{
// return new TineLineAnimationEventLogic();
return CObjectPool.Instance.Fetch();
}
}