TimeLinePlayFxSerializtion.cs 3.3 KB

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