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- using UnityEngine;
- using UnityEngine.Playables;
- using UnityEngine.Timeline;
- [System.Serializable]
- public class TimeLineParticleSystemAsset : ControlPlayableAsset
- {
- [Header("作用目标")] public FXTargetType targetType;
- [Header("播放目标位置")] public FXLocationType LocationType;
- [Header("特定目标位置名")] public string targetSpecialDotName;
- [Header("指定hit点里面的点")] public string hitPointGroupName;
- [Header("高度设置再地面")] public bool isGround;
- /// <summary>
- /// 是否跟随目标
- /// </summary>
- [Header("是否跟随目标")] public bool isFollowTarget;
- /// <summary>
- /// 是否不旋转 (默认是跟随目标旋转)
- /// </summary>
- [Header("是否不跟随目标旋转")] public bool isNotRotate;
- /// <summary>
- /// 是否跟随目标
- /// </summary>
- [Header("是否跟随root目标")] public bool isFollowRootTarget;
- // /// <summary>
- // /// 是否跟随目标
- // /// </summary>
- // [Header("是否跟随root目标")] public bool isFollowRootRotate;
-
- /// <summary>
- /// 是否跟随攻击速度进行播放te
- /// </summary>
- [Header("攻击速度播放特效")] public bool isAttSpeed;
- [Header("是否是循环特效")] public bool isLoop;
- [Header("循环独占")] public bool loopAlone;
- [Header("激活自定义目标点")] public bool isActivityCustomTargetPos;
- [Header("自定义目标点下标")] public int CustomTargetPosIndex;
- [Header("间隔时间")] public float intervalTime;
-
- public override Playable CreatePlayable(PlayableGraph graph, GameObject go)
- {
- return base.CreatePlayable(graph, go);
- }
- }
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