TimeLinePlayFxSerializtion.cs 3.9 KB

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  1. #if !COMBAT_SERVER
  2. using UnityEngine;
  3. using UnityEngine.Playables;
  4. using UnityEngine.Timeline;
  5. #endif
  6. using CombatCore.SerializationTimeLine.TimeLineSerialization;
  7. using Fort23.Core;
  8. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  9. using Object = System.Object;
  10. using Random = System.Random;
  11. /// <summary>
  12. /// 播放特效
  13. /// </summary>
  14. [System.Serializable]
  15. public class TimeLinePlayFxSerializtion : TimeLineAssetSerialization
  16. {
  17. public string fxName;
  18. public uint randomSeed;
  19. public FXLocationType locationType;
  20. public string targetSpecialDotName;
  21. public string hitPointGroupName;
  22. public bool isGround;
  23. /// <summary>
  24. /// 是否跟随目标
  25. /// </summary>
  26. public bool isFollowTarget;
  27. public bool isFollowRootTarget;
  28. /// <summary>
  29. /// 是否不旋转 (默认是跟随目标旋转)
  30. /// </summary>
  31. public bool isNotRotate;
  32. /// <summary>
  33. /// 是否跟随攻击速度进行播放te
  34. /// </summary>
  35. public bool isAttSpeed;
  36. public int CustomTargetPosIndex;
  37. public bool isActivityCustomTargetPos;
  38. /// <summary>
  39. /// 是否循环
  40. /// </summary>
  41. public bool isLoop;
  42. /// <summary>
  43. /// 循环独立
  44. /// </summary>
  45. public bool loopAlone;
  46. public float intervalTime;
  47. public bool isRoat;
  48. public int roatIndex;
  49. public bool isUseRandom;
  50. public TimeLineVector2 xoff;
  51. public TimeLineVector2 yoff;
  52. public TimeLineVector2 zoff;
  53. public int randomGroup;
  54. public TimeLinePlayFxSerializtion()
  55. {
  56. }
  57. #if !COMBAT_SERVER
  58. public TimeLinePlayFxSerializtion(PlayableDirector playableDirector, GroupTrack groupTrack,
  59. TimelineClip timelineClip) : base(groupTrack, timelineClip)
  60. {
  61. TimeLineParticleSystemAsset controlPlayableAsset = timelineClip.asset as TimeLineParticleSystemAsset;
  62. if (controlPlayableAsset == null)
  63. {
  64. return;
  65. }
  66. GameObject go = null;
  67. if (controlPlayableAsset.prefabGameObject != null)
  68. {
  69. go = controlPlayableAsset.prefabGameObject;
  70. }
  71. else if (playableDirector.playableGraph.GetResolver() != null)
  72. {
  73. go = controlPlayableAsset.sourceGameObject.Resolve(playableDirector.playableGraph.GetResolver());
  74. }
  75. Object obj = controlPlayableAsset.sourceGameObject.defaultValue;
  76. // Debug.Log(playableDirector.playableGraph.GetResolver());
  77. if (go != null)
  78. {
  79. fxName = go.name;
  80. randomSeed = controlPlayableAsset.particleRandomSeed;
  81. locationType = controlPlayableAsset.LocationType;
  82. targetSpecialDotName = controlPlayableAsset.targetSpecialDotName;
  83. hitPointGroupName = controlPlayableAsset.hitPointGroupName;
  84. isFollowTarget = controlPlayableAsset.isFollowTarget;
  85. isFollowRootTarget = controlPlayableAsset.isFollowRootTarget;
  86. isGround = controlPlayableAsset.isGround;
  87. isNotRotate = controlPlayableAsset.isNotRotate;
  88. isAttSpeed = controlPlayableAsset.isAttSpeed;
  89. targetEntityType = controlPlayableAsset.targetType;
  90. CustomTargetPosIndex = controlPlayableAsset.CustomTargetPosIndex;
  91. isActivityCustomTargetPos = controlPlayableAsset.isActivityCustomTargetPos;
  92. loopAlone = controlPlayableAsset.loopAlone;
  93. isLoop = controlPlayableAsset.isLoop;
  94. intervalTime = controlPlayableAsset.intervalTime;
  95. isRoat = controlPlayableAsset.isRoat;
  96. roatIndex = controlPlayableAsset.roatIndex;
  97. isUseRandom = controlPlayableAsset.isUseRandom;
  98. xoff = controlPlayableAsset.xoff;
  99. yoff = controlPlayableAsset.yoff;
  100. zoff = controlPlayableAsset.zoff;
  101. randomGroup = controlPlayableAsset.randomGroup;
  102. }
  103. }
  104. #endif
  105. public override TimeLineEventLogicBasic CreateLogic()
  106. {
  107. return CObjectPool.Instance.Fetch<TimeLineEventParticleLogicBasic>();
  108. }
  109. }