private void OnTimelineStop()
    {
        CinemachineBrain brain = CameraControll.Instance.gameObject.GetComponent <CinemachineBrain>();
        var vm = brain.GetComponentInChildren <CinemachineVirtualCamera>();

        if (vm != null)
        {
            vm.gameObject.SetActive(false);
        }
        if (brain != null)
        {
            brain.enabled = false;
        }
    }
    private void LoadAndSetTimelineBindingData(LoadedTimelineData data)
    {
        //这里可以得到每个track的绑定值,并进行一些设置,比如将绑定的类中的roleobject变量赋值
        //这里还可以对每个track中的每个clip设置,可以取到每个clip的asset,并对其中的属性赋值,这样在creatplayable的时候,就会赋值到playable上
        CinemachineBrain brain = CameraControll.Instance.gameObject.GetComponent <CinemachineBrain>();

        if (brain == null)
        {
            brain = CameraControll.Instance.gameObject.AddComponent <CinemachineBrain>();
        }
        brain.enabled = false;
        var childVm = brain.GetComponentInChildren <CinemachineVirtualCamera>();

        if (childVm == null)
        {
            GameObject vitrualCa = new GameObject("VM", typeof(CinemachineVirtualCamera));
            vitrualCa.transform.parent           = brain.transform;
            vitrualCa.transform.localPosition    = Vector3.zero;
            vitrualCa.transform.localEulerAngles = Vector3.zero;
            vitrualCa.transform.localScale       = Vector3.one;
            var VM = vitrualCa.GetComponent <CinemachineVirtualCamera>();
            VM.Priority = 1;
        }

        //List<RoleData> loadedRoleData = new List<RoleData>();
        needLoadRoleData.Clear();
        foreach (var binding in data.director.playableAsset.outputs)
        {
            if (binding.sourceObject is MYCinemachineTrack)
            {
                SetCinemachineTrackData(binding, data.director);
                continue;
            }

            UnityEngine.Object bindingObj = data.director.GetGenericBinding(binding.sourceObject);
            if (bindingObj != null && bindingObj is RoleData)
            {
                RoleData roledata = bindingObj as RoleData;
                if (!needLoadRoleData.Contains(roledata))
                {
                    //LoadBindingRoleData(roledata);
                    needLoadRoleData.Add(roledata);
                }
            }
        }
        StartCoroutine(LoadBindingRoleData());
        //StartCoroutine(InitVirtualCamera(data));
    }