TimeLinePlayFxSerializtion.cs 3.2 KB

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