TimeLineParticleSystemAsset.cs 1.7 KB

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  1. using UnityEngine;
  2. using UnityEngine.Playables;
  3. using UnityEngine.Timeline;
  4. [System.Serializable]
  5. public class TimeLineParticleSystemAsset : ControlPlayableAsset
  6. {
  7. [Header("作用目标")] public FXTargetType targetType;
  8. [Header("播放目标位置")] public FXLocationType LocationType;
  9. [Header("特定目标位置名")] public string targetSpecialDotName;
  10. [Header("指定hit点里面的点")] public string hitPointGroupName;
  11. [Header("高度设置再地面")] public bool isGround;
  12. /// <summary>
  13. /// 是否跟随目标
  14. /// </summary>
  15. [Header("是否跟随目标")] public bool isFollowTarget;
  16. /// <summary>
  17. /// 是否不旋转 (默认是跟随目标旋转)
  18. /// </summary>
  19. [Header("是否不跟随目标旋转")] public bool isNotRotate;
  20. /// <summary>
  21. /// 是否跟随目标
  22. /// </summary>
  23. [Header("是否跟随root目标")] public bool isFollowRootTarget;
  24. // /// <summary>
  25. // /// 是否跟随目标
  26. // /// </summary>
  27. // [Header("是否跟随root目标")] public bool isFollowRootRotate;
  28. /// <summary>
  29. /// 是否跟随攻击速度进行播放te
  30. /// </summary>
  31. [Header("攻击速度播放特效")] public bool isAttSpeed;
  32. [Header("是否是循环特效")] public bool isLoop;
  33. [Header("循环独占")] public bool loopAlone;
  34. [Header("激活自定义目标点")] public bool isActivityCustomTargetPos;
  35. [Header("自定义目标点下标")] public int CustomTargetPosIndex;
  36. [Header("间隔时间")] public float intervalTime;
  37. public override Playable CreatePlayable(PlayableGraph graph, GameObject go)
  38. {
  39. return base.CreatePlayable(graph, go);
  40. }
  41. }