TimeLinePlayFxSerializtion.cs 4.3 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 zhongZhi;
  54. public Random Random
  55. {
  56. get
  57. {
  58. if (_random == null)
  59. {
  60. _random = new Random(zhongZhi);
  61. }
  62. return _random;
  63. }
  64. }
  65. private Random _random;
  66. public TimeLinePlayFxSerializtion()
  67. {
  68. }
  69. #if !COMBAT_SERVER
  70. public TimeLinePlayFxSerializtion(PlayableDirector playableDirector, GroupTrack groupTrack,
  71. TimelineClip timelineClip) : base(groupTrack, timelineClip)
  72. {
  73. TimeLineParticleSystemAsset controlPlayableAsset = timelineClip.asset as TimeLineParticleSystemAsset;
  74. if (controlPlayableAsset == null)
  75. {
  76. return;
  77. }
  78. GameObject go = null;
  79. if (controlPlayableAsset.prefabGameObject != null)
  80. {
  81. go = controlPlayableAsset.prefabGameObject;
  82. }
  83. else if (playableDirector.playableGraph.GetResolver() != null)
  84. {
  85. go = controlPlayableAsset.sourceGameObject.Resolve(playableDirector.playableGraph.GetResolver());
  86. }
  87. Object obj = controlPlayableAsset.sourceGameObject.defaultValue;
  88. // Debug.Log(playableDirector.playableGraph.GetResolver());
  89. if (go != null)
  90. {
  91. fxName = go.name;
  92. randomSeed = controlPlayableAsset.particleRandomSeed;
  93. locationType = controlPlayableAsset.LocationType;
  94. targetSpecialDotName = controlPlayableAsset.targetSpecialDotName;
  95. hitPointGroupName = controlPlayableAsset.hitPointGroupName;
  96. isFollowTarget = controlPlayableAsset.isFollowTarget;
  97. isFollowRootTarget = controlPlayableAsset.isFollowRootTarget;
  98. isGround = controlPlayableAsset.isGround;
  99. isNotRotate = controlPlayableAsset.isNotRotate;
  100. isAttSpeed = controlPlayableAsset.isAttSpeed;
  101. targetEntityType = controlPlayableAsset.targetType;
  102. CustomTargetPosIndex = controlPlayableAsset.CustomTargetPosIndex;
  103. isActivityCustomTargetPos = controlPlayableAsset.isActivityCustomTargetPos;
  104. loopAlone = controlPlayableAsset.loopAlone;
  105. isLoop = controlPlayableAsset.isLoop;
  106. intervalTime = controlPlayableAsset.intervalTime;
  107. isRoat = controlPlayableAsset.isRoat;
  108. roatIndex = controlPlayableAsset.roatIndex;
  109. isUseRandom = controlPlayableAsset.isUseRandom;
  110. xoff = controlPlayableAsset.xoff;
  111. yoff = controlPlayableAsset.yoff;
  112. zoff = controlPlayableAsset.zoff;
  113. }
  114. }
  115. public float GetRandom(float min, float max)
  116. {
  117. if (min > max)
  118. {
  119. (min, max) = (max, min);
  120. }
  121. return Random.Next((int)(min * 100), (int)(max * 100)) / 100f;
  122. }
  123. #endif
  124. public override TimeLineEventLogicBasic CreateLogic()
  125. {
  126. return CObjectPool.Instance.Fetch<TimeLineEventParticleLogicBasic>();
  127. }
  128. }