| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152 | using CombatCore.SerializationTimeLine.TimeLineSerialization;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("随机范围组")] public int randomGroup;    [Header("是否使用随机范围点")] public bool isUseRandom;    [Header("x范围")]  public TimeLineVector2 xoff;    [Header("y范围")]  public TimeLineVector2 yoff;    [Header("z范围")]  public TimeLineVector2 zoff;    [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;    [Header("是否自定义旋转")] public bool isRoat;    [Header("旋转值下标")] public int roatIndex;    public override Playable CreatePlayable(PlayableGraph graph, GameObject go)    {        return base.CreatePlayable(graph, go);    }}
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