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							- // #if !COMBAT_SERVER
 
- //
 
- //
 
- // using UnityEngine.Playables;
 
- // using UnityEngine.Timeline;
 
- // #endif
 
- // using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
 
- //
 
- // [System.Serializable]
 
- // public class TimeLineSpineSeralization : TimeLineAssetSerialization
 
- // {
 
- //     public string animName;
 
- //
 
- //     /// <summary>
 
- //     /// 0=默认 1=开启循环 2=关闭循环
 
- //     /// </summary>
 
- //     public bool loopMode;
 
- //
 
- //     public bool isRunPlay;
 
- //     public int layerId;
 
- //
 
- //     /// <summary>
 
- //     /// 是否激活IK
 
- //     /// </summary>
 
- //     public bool isActiveIk;
 
- //
 
- //     /// <summary>
 
- //     /// ik的跟踪名字
 
- //     /// </summary>
 
- //     public string ikName;
 
- //
 
- //     public TimeLineSpineSeralization()
 
- //     {
 
- //     }
 
- // #if !COMBAT_SERVER
 
- //
 
- //     public TimeLineSpineSeralization(PlayableDirector playableDirector, GroupTrack groupTrack,
 
- //         TimelineClip timelineClip) : base(groupTrack, timelineClip)
 
- //     {
 
- //         SpineAnimationStateClip animationPlayableAsset =
 
- //             timelineClip.asset as SpineAnimationStateClip;
 
- //         if (animationPlayableAsset.template != null&&animationPlayableAsset.template.animationReference!=null)
 
- //         {
 
- //             animName = animationPlayableAsset.template.animationReference.name;
 
- //             loopMode = animationPlayableAsset.template.loop;
 
- //             isRunPlay = animationPlayableAsset.template.isRunPlay;
 
- //             layerId = animationPlayableAsset.template.playLayer;
 
- //             isActiveIk = animationPlayableAsset.template.isActiveIk;
 
- //             ikName = animationPlayableAsset.template.ikName;
 
- //         }
 
- //     }
 
- // #endif
 
- //     public override TimeLineEventLogicBasic CreateLogic()
 
- //     {
 
- //         return new TimeLineSpineAnimEventLogic();
 
- //     }
 
- // }
 
 
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