class in UnityEngine.Timeline
/
Hereda de:Playables.PlayableAsset
Implementa interfaces:IPropertyPreview, ITimelineClipAsset
Cambiar al ManualAsset that generates playables for controlling time-related elements on a GameObject.
This playable optionally controls ParticleSystem, PlayableDirectors and Activation from a GameObject. Users can also specify a Prefab that will be instantiated, and parented to the the sourceObject if specified.
active | Indicate if the playable will use Activation. |
particleRandomSeed | Let the particle systems behave the same way on each execution. |
postPlayback | Indicates the active state of the gameObject when the Timeline is stopped. |
prefabGameObject | Prefab object that will be instantiated. |
searchHierarchy | Indicate whether to search the entire hierachy for controlable components. |
sourceGameObject | GameObject in the scene to control, or the parent of the instantiated prefab. |
updateDirector | Indicate if user wants to control PlayableDirectors. |
updateITimeControl | Indicates that whether Monobehaviours implementing ITimeControl on the gameObject will be controlled. |
updateParticle | Indicates if user wants to control ParticleSystems. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | El nombre del objeto. |
duration | The playback duration in seconds of the instantiated Playable. |
outputs | A description of the outputs of the instantiated Playable. |
GetInstanceID | Devuelve el id de la instancia del objeto. |
ToString | Returns the name of the GameObject. |
CreatePlayable | Implement this method to have your asset inject playables into the given graph. |
Destroy | Elimina un gameobject, componente o 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 | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Clona el objeto original y devuelve el clon. |
CreateInstance | Crea una instancia de un objeto scriptable. |
bool | ¿Existe el objeto? |
operator != | Compare si dos objetos se refieren a un objeto diferente. |
operator == | Compara dos referencias de objeto para ver si se refieren al mismo objeto. |
Awake | Esta función se llama cuando el script ScriptableObject empieza. |
OnDestroy | Esta función se llama cuando el objeto scriptable se destruirá. |
OnDisable | Esta función se llama cuando el objeto scriptable se va fuera del alcance (scope). |
OnEnable | Esta función se llama cuando el objeto es cargado. |