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- #if !COMBAT_SERVER
- using UnityEngine.Playables;
- using UnityEngine.Timeline;
- #endif
- using Fort23.Core;
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
- [System.Serializable]
- public class TineLineAnimationPlayableSerialization : TimeLineAssetSerialization
- {
- public string animName;
- /// <summary>
- /// 0=默认 1=开启循环 2=关闭循环
- /// </summary>
- public int loopMode;
- public bool isRunPlay;
- public int layerId;
- public TineLineAnimationPlayableSerialization()
- {
-
- }
- #if !COMBAT_SERVER
- public TineLineAnimationPlayableSerialization(PlayableDirector playableDirector, GroupTrack groupTrack,
- TimelineClip timelineClip) : base(groupTrack, timelineClip)
- {
- TimeLinePlayEntityAnimtionAsset animationPlayableAsset = timelineClip.asset as TimeLinePlayEntityAnimtionAsset;
- if (animationPlayableAsset.clip != null)
- {
- animName = animationPlayableAsset.clip.name;
- loopMode = (int) animationPlayableAsset.loop;
- isRunPlay = animationPlayableAsset.isRunPlay;
- layerId = animationPlayableAsset.layerId;
- }
- }
- #endif
- public override TimeLineEventLogicBasic CreateLogic()
- {
- // return new TineLineAnimationEventLogic();
- return CObjectPool.Instance.Fetch<TineLineAnimationEventLogic>();
- }
- }
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