#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(); } }