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							- 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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