| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657 | // #if !COMBAT_SERVER////// using UnityEngine.Playables;// using UnityEngine.Timeline;// #endif// using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;//// [System.Serializable]// public class TimeLineSpineSeralization : TimeLineAssetSerialization// {//     public string animName;////     /// <summary>//     /// 0=默认 1=开启循环 2=关闭循环//     /// </summary>//     public bool loopMode;////     public bool isRunPlay;//     public int layerId;////     /// <summary>//     /// 是否激活IK//     /// </summary>//     public bool isActiveIk;////     /// <summary>//     /// ik的跟踪名字//     /// </summary>//     public string ikName;////     public TimeLineSpineSeralization()//     {//     }// #if !COMBAT_SERVER////     public TimeLineSpineSeralization(PlayableDirector playableDirector, GroupTrack groupTrack,//         TimelineClip timelineClip) : base(groupTrack, timelineClip)//     {//         SpineAnimationStateClip animationPlayableAsset =//             timelineClip.asset as SpineAnimationStateClip;//         if (animationPlayableAsset.template != null&&animationPlayableAsset.template.animationReference!=null)//         {//             animName = animationPlayableAsset.template.animationReference.name;//             loopMode = animationPlayableAsset.template.loop;//             isRunPlay = animationPlayableAsset.template.isRunPlay;//             layerId = animationPlayableAsset.template.playLayer;//             isActiveIk = animationPlayableAsset.template.isActiveIk;//             ikName = animationPlayableAsset.template.ikName;//         }//     }// #endif//     public override TimeLineEventLogicBasic CreateLogic()//     {//         return new TimeLineSpineAnimEventLogic();//     }// }
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