TimeLinePlayFxSerializtion.cs 3.1 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. /// <summary>
  25. /// 是否不旋转 (默认是跟随目标旋转)
  26. /// </summary>
  27. public bool isNotRotate;
  28. /// <summary>
  29. /// 是否跟随攻击速度进行播放te
  30. /// </summary>
  31. public bool isAttSpeed;
  32. public int CustomTargetPosIndex;
  33. public bool isActivityCustomTargetPos;
  34. /// <summary>
  35. /// 是否循环
  36. /// </summary>
  37. public bool isLoop;
  38. /// <summary>
  39. /// 循环独立
  40. /// </summary>
  41. public bool loopAlone;
  42. public float intervalTime;
  43. public TimeLinePlayFxSerializtion()
  44. {
  45. }
  46. #if !COMBAT_SERVER
  47. public TimeLinePlayFxSerializtion(PlayableDirector playableDirector, GroupTrack groupTrack,
  48. TimelineClip timelineClip) : base(groupTrack, timelineClip)
  49. {
  50. TimeLineParticleSystemAsset controlPlayableAsset = timelineClip.asset as TimeLineParticleSystemAsset;
  51. if (controlPlayableAsset == null)
  52. {
  53. return;
  54. }
  55. GameObject go = null;
  56. if (controlPlayableAsset.prefabGameObject != null)
  57. {
  58. go = controlPlayableAsset.prefabGameObject;
  59. }
  60. else if(playableDirector.playableGraph.GetResolver()!=null)
  61. {
  62. go= controlPlayableAsset.sourceGameObject.Resolve(playableDirector.playableGraph.GetResolver());
  63. }
  64. Object obj = controlPlayableAsset.sourceGameObject.defaultValue;
  65. // Debug.Log(playableDirector.playableGraph.GetResolver());
  66. if (go != null)
  67. {
  68. fxName =go.name;
  69. randomSeed = controlPlayableAsset.particleRandomSeed;
  70. locationType = controlPlayableAsset.LocationType;
  71. targetSpecialDotName = controlPlayableAsset.targetSpecialDotName;
  72. hitPointGroupName = controlPlayableAsset.hitPointGroupName;
  73. isFollowTarget = controlPlayableAsset.isFollowTarget;
  74. isGround = controlPlayableAsset.isGround;
  75. isNotRotate = controlPlayableAsset.isNotRotate;
  76. isAttSpeed = controlPlayableAsset.isAttSpeed;
  77. targetEntityType = controlPlayableAsset.targetType;
  78. CustomTargetPosIndex = controlPlayableAsset.CustomTargetPosIndex;
  79. isActivityCustomTargetPos = controlPlayableAsset.isActivityCustomTargetPos;
  80. loopAlone = controlPlayableAsset.loopAlone;
  81. isLoop=controlPlayableAsset.isLoop;
  82. intervalTime=controlPlayableAsset.intervalTime;
  83. }
  84. }
  85. #endif
  86. public override TimeLineEventLogicBasic CreateLogic()
  87. {
  88. return new TimeLineEventParticleLogicBasic();
  89. }
  90. }