class in UnityEngine.Playables
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Inherits from:Behaviour
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Implemented in:UnityEngine.DirectorModule
Implements interfaces:IExposedPropertyTable
Instantiates a PlayableAsset and controls playback of Playable objects.
duration | The duration of the Playable in seconds. |
extrapolationMode | Controls how the time is incremented when it goes beyond the duration of the playable. |
initialTime | The time at which the Playable should start when first played. |
playableAsset | The PlayableAsset that is used to instantiate a playable for playback. |
playableGraph | The PlayableGraph created by the PlayableDirector. |
playOnAwake | Whether the playable asset will start playing back as soon as the component awakes. |
state | The current playing state of the component. (Read Only) |
time | The component's current time. This value is incremented according to the PlayableDirector.timeUpdateMode when it is playing. You can also change this value manually. |
timeUpdateMode | Controls how time is incremented when playing back. |
ClearGenericBinding | Clears the binding of a reference object. |
ClearReferenceValue | Clears an exposed reference value. |
DeferredEvaluate | Tells the PlayableDirector to evaluate it's PlayableGraph on the next update. |
Evaluate | Evaluates the currently playing Playable at the current time. |
GetGenericBinding | Returns a binding to a reference object. |
GetReferenceValue | Retreives an ExposedReference binding. |
Pause | Pauses playback of the currently running playable. |
Play | Instatiates a Playable using the provided PlayableAsset and starts playback. |
RebindPlayableGraphOutputs | Rebinds each PlayableOutput of the PlayableGraph. |
RebuildGraph | Discards the existing PlayableGraph and creates a new instance. |
Resume | Resume playing a paused playable. |
SetGenericBinding | Sets the binding of a reference object from a PlayableBinding. |
SetReferenceValue | Sets an ExposedReference value. |
Stop | Stops playback of the current Playable and destroys the corresponding graph. |
paused | Event that is raised when a PlayableDirector component has paused. |
played | Event that is raised when a PlayableDirector component has begun playing. |
stopped | Event that is raised when a PlayableDirector component has stopped. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Reports whether a GameObject and its associated Behaviour is active and enabled. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Checks the GameObject's tag against the defined tag. |
GetComponent | Returns the component of type if the GameObject has one attached. |
GetComponentInChildren | Returns the Component of type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the Component of type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children using depth first search. Works recursively. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
TryGetComponent | Gets the component of the specified type, if it exists. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |