TimeLineParticleSystemAsset.cs 2.1 KB

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  1. using CombatCore.SerializationTimeLine.TimeLineSerialization;
  2. using UnityEngine;
  3. using UnityEngine.Playables;
  4. using UnityEngine.Timeline;
  5. [System.Serializable]
  6. public class TimeLineParticleSystemAsset : ControlPlayableAsset
  7. {
  8. [Header("作用目标")] public FXTargetType targetType;
  9. [Header("播放目标位置")] public FXLocationType LocationType;
  10. [Header("特定目标位置名")] public string targetSpecialDotName;
  11. [Header("随机范围组")] public int randomGroup;
  12. [Header("是否使用随机范围点")] public bool isUseRandom;
  13. [Header("x范围")] public TimeLineVector2 xoff;
  14. [Header("y范围")] public TimeLineVector2 yoff;
  15. [Header("z范围")] public TimeLineVector2 zoff;
  16. [Header("指定hit点里面的点")] public string hitPointGroupName;
  17. [Header("高度设置再地面")] public bool isGround;
  18. /// <summary>
  19. /// 是否跟随目标
  20. /// </summary>
  21. [Header("是否跟随目标")] public bool isFollowTarget;
  22. /// <summary>
  23. /// 是否不旋转 (默认是跟随目标旋转)
  24. /// </summary>
  25. [Header("是否不跟随目标旋转")] public bool isNotRotate;
  26. /// <summary>
  27. /// 是否跟随目标
  28. /// </summary>
  29. [Header("是否跟随root目标")] public bool isFollowRootTarget;
  30. // /// <summary>
  31. // /// 是否跟随目标
  32. // /// </summary>
  33. // [Header("是否跟随root目标")] public bool isFollowRootRotate;
  34. /// <summary>
  35. /// 是否跟随攻击速度进行播放te
  36. /// </summary>
  37. [Header("攻击速度播放特效")] public bool isAttSpeed;
  38. [Header("是否是循环特效")] public bool isLoop;
  39. [Header("循环独占")] public bool loopAlone;
  40. [Header("激活自定义目标点")] public bool isActivityCustomTargetPos;
  41. [Header("自定义目标点下标")] public int CustomTargetPosIndex;
  42. [Header("间隔时间")] public float intervalTime;
  43. [Header("是否自定义旋转")] public bool isRoat;
  44. [Header("旋转值下标")] public int roatIndex;
  45. public override Playable CreatePlayable(PlayableGraph graph, GameObject go)
  46. {
  47. return base.CreatePlayable(graph, go);
  48. }
  49. }