TimeLinePlayFxSerializtion.cs 3.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120
  1. #if !COMBAT_SERVER
  2. using UnityEngine;
  3. using UnityEngine.Playables;
  4. using UnityEngine.Timeline;
  5. #endif
  6. using CombatCore.SerializationTimeLine.TimeLineSerialization;
  7. using Fort23.Core;
  8. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  9. using Object = System.Object;
  10. /// <summary>
  11. /// 播放特效
  12. /// </summary>
  13. [System.Serializable]
  14. public class TimeLinePlayFxSerializtion : TimeLineAssetSerialization
  15. {
  16. public string fxName;
  17. public uint randomSeed;
  18. public FXLocationType locationType;
  19. public string targetSpecialDotName;
  20. public string hitPointGroupName;
  21. public bool isGround;
  22. /// <summary>
  23. /// 是否跟随目标
  24. /// </summary>
  25. public bool isFollowTarget;
  26. public bool isFollowRootTarget;
  27. /// <summary>
  28. /// 是否不旋转 (默认是跟随目标旋转)
  29. /// </summary>
  30. public bool isNotRotate;
  31. /// <summary>
  32. /// 是否跟随攻击速度进行播放te
  33. /// </summary>
  34. public bool isAttSpeed;
  35. public int CustomTargetPosIndex;
  36. public bool isActivityCustomTargetPos;
  37. /// <summary>
  38. /// 是否循环
  39. /// </summary>
  40. public bool isLoop;
  41. /// <summary>
  42. /// 循环独立
  43. /// </summary>
  44. public bool loopAlone;
  45. public float intervalTime;
  46. public bool isRoat;
  47. public int roatIndex;
  48. public bool isUseRandom;
  49. public TimeLineVector2 xoff;
  50. public TimeLineVector2 yoff;
  51. public TimeLineVector2 zoff;
  52. public TimeLinePlayFxSerializtion()
  53. {
  54. }
  55. #if !COMBAT_SERVER
  56. public TimeLinePlayFxSerializtion(PlayableDirector playableDirector, GroupTrack groupTrack,
  57. TimelineClip timelineClip) : base(groupTrack, timelineClip)
  58. {
  59. TimeLineParticleSystemAsset controlPlayableAsset = timelineClip.asset as TimeLineParticleSystemAsset;
  60. if (controlPlayableAsset == null)
  61. {
  62. return;
  63. }
  64. GameObject go = null;
  65. if (controlPlayableAsset.prefabGameObject != null)
  66. {
  67. go = controlPlayableAsset.prefabGameObject;
  68. }
  69. else if (playableDirector.playableGraph.GetResolver() != null)
  70. {
  71. go = controlPlayableAsset.sourceGameObject.Resolve(playableDirector.playableGraph.GetResolver());
  72. }
  73. Object obj = controlPlayableAsset.sourceGameObject.defaultValue;
  74. // Debug.Log(playableDirector.playableGraph.GetResolver());
  75. if (go != null)
  76. {
  77. fxName = go.name;
  78. randomSeed = controlPlayableAsset.particleRandomSeed;
  79. locationType = controlPlayableAsset.LocationType;
  80. targetSpecialDotName = controlPlayableAsset.targetSpecialDotName;
  81. hitPointGroupName = controlPlayableAsset.hitPointGroupName;
  82. isFollowTarget = controlPlayableAsset.isFollowTarget;
  83. isFollowRootTarget = controlPlayableAsset.isFollowRootTarget;
  84. isGround = controlPlayableAsset.isGround;
  85. isNotRotate = controlPlayableAsset.isNotRotate;
  86. isAttSpeed = controlPlayableAsset.isAttSpeed;
  87. targetEntityType = controlPlayableAsset.targetType;
  88. CustomTargetPosIndex = controlPlayableAsset.CustomTargetPosIndex;
  89. isActivityCustomTargetPos = controlPlayableAsset.isActivityCustomTargetPos;
  90. loopAlone = controlPlayableAsset.loopAlone;
  91. isLoop = controlPlayableAsset.isLoop;
  92. intervalTime = controlPlayableAsset.intervalTime;
  93. isRoat = controlPlayableAsset.isRoat;
  94. roatIndex = controlPlayableAsset.roatIndex;
  95. isUseRandom = controlPlayableAsset.isUseRandom;
  96. xoff = controlPlayableAsset.xoff;
  97. yoff = controlPlayableAsset.yoff;
  98. zoff = controlPlayableAsset.zoff;
  99. }
  100. }
  101. #endif
  102. public override TimeLineEventLogicBasic CreateLogic()
  103. {
  104. return CObjectPool.Instance.Fetch<TimeLineEventParticleLogicBasic>();
  105. }
  106. }