using UnityEngine; public class EventMesh_AfterImage : AnimationEventBase { public enum ELife { FrameBased = 0, FixedTime = 1, } public override TimelineEventProxy.EEventType type { get { return TimelineEventProxy.EEventType.EventMesh_AfterImage; } } public override string shortName { get { return "A"; } } public ELife lifeType; [When("lifeType", (int)ELife.FixedTime), Tooltip("持续时间(按时间,scaledTime)")] public float durationInFixedTime; [When("lifeType", (int)ELife.FrameBased), Tooltip("持续时间(按帧, unscaledTime)")] public float durationInFrame; }