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- // #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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