TimeLineAudioSeralization.cs 963 B

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  1. #if !COMBAT_SERVER
  2. using UnityEngine.Playables;
  3. using UnityEngine.Timeline;
  4. #endif
  5. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  6. [System.Serializable]
  7. public class TimeLineAudioSeralization : TimeLineAssetSerialization
  8. {
  9. public string audioName;
  10. public bool isLoop;
  11. // public float volume;
  12. public TimeLineAudioSeralization()
  13. {
  14. }
  15. #if !COMBAT_SERVER
  16. public TimeLineAudioSeralization(PlayableDirector playableDirector, GroupTrack groupTrack,TimelineClip timelineClip): base(groupTrack,timelineClip)
  17. {
  18. AudioPlayableAsset audioPlayableAsset = timelineClip.asset as AudioPlayableAsset;
  19. if (audioPlayableAsset.clip != null)
  20. {
  21. audioName = audioPlayableAsset.clip.name;
  22. isLoop = audioPlayableAsset.loop;
  23. // volume = 1;
  24. }
  25. }
  26. #endif
  27. public override TimeLineEventLogicBasic CreateLogic()
  28. {
  29. return new TimeLineAudioEventLogic();
  30. }
  31. }