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							|  |  |  | using UnityEngine; | 
					
						
							|  |  |  | using UnityEngine.Timeline; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | namespace Game | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     public class ClipThrowAnimation : TimelineClipBase | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         private ThrowAnimationClip _mRealAsset; | 
					
						
							|  |  |  |         private const string OverrideClip = "timeline"; | 
					
						
							|  |  |  |         private const string OverrideClipAnother = "timeline_another"; | 
					
						
							|  |  |  |         private AnimationComponent _animation; | 
					
						
							|  |  |  |         private Animator _animator; | 
					
						
							|  |  |  |         public override void OnEnter() | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             var target = Util.GetEntity(Owner.skill.ThrowTarget); | 
					
						
							|  |  |  |             _mRealAsset = Asset as ThrowAnimationClip; | 
					
						
							|  |  |  |             _animation = target.animation; | 
					
						
							|  |  |  |             _animator = _animation.Animator; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |             _animation.IsTimelineAnother = !_animation.IsTimelineAnother; | 
					
						
							|  |  |  |             var clipName = _animation.IsTimelineAnother ? OverrideClipAnother : OverrideClip; | 
					
						
							|  |  |  |             _animation.AnimatorOverrideController[clipName] = _animation.AnimatorOverrideController[_mRealAsset.clip.name]; | 
					
						
							|  |  |  |             _animator.speed = (float)Speed; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |         public override void OnStay() | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |         public override void OnLeave() | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | } |