TimeLinePlayFxSerializtion.cs 3.4 KB

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