TimeLineSpineSeralization.cs 1.8 KB

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  1. // #if !COMBAT_SERVER
  2. //
  3. //
  4. // using UnityEngine.Playables;
  5. // using UnityEngine.Timeline;
  6. // #endif
  7. // using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  8. //
  9. // [System.Serializable]
  10. // public class TimeLineSpineSeralization : TimeLineAssetSerialization
  11. // {
  12. // public string animName;
  13. //
  14. // /// <summary>
  15. // /// 0=默认 1=开启循环 2=关闭循环
  16. // /// </summary>
  17. // public bool loopMode;
  18. //
  19. // public bool isRunPlay;
  20. // public int layerId;
  21. //
  22. // /// <summary>
  23. // /// 是否激活IK
  24. // /// </summary>
  25. // public bool isActiveIk;
  26. //
  27. // /// <summary>
  28. // /// ik的跟踪名字
  29. // /// </summary>
  30. // public string ikName;
  31. //
  32. // public TimeLineSpineSeralization()
  33. // {
  34. // }
  35. // #if !COMBAT_SERVER
  36. //
  37. // public TimeLineSpineSeralization(PlayableDirector playableDirector, GroupTrack groupTrack,
  38. // TimelineClip timelineClip) : base(groupTrack, timelineClip)
  39. // {
  40. // SpineAnimationStateClip animationPlayableAsset =
  41. // timelineClip.asset as SpineAnimationStateClip;
  42. // if (animationPlayableAsset.template != null&&animationPlayableAsset.template.animationReference!=null)
  43. // {
  44. // animName = animationPlayableAsset.template.animationReference.name;
  45. // loopMode = animationPlayableAsset.template.loop;
  46. // isRunPlay = animationPlayableAsset.template.isRunPlay;
  47. // layerId = animationPlayableAsset.template.playLayer;
  48. // isActiveIk = animationPlayableAsset.template.isActiveIk;
  49. // ikName = animationPlayableAsset.template.ikName;
  50. // }
  51. // }
  52. // #endif
  53. // public override TimeLineEventLogicBasic CreateLogic()
  54. // {
  55. // return new TimeLineSpineAnimEventLogic();
  56. // }
  57. // }