class in UnityEngine.Playables
/
Inherits from:Behaviour
Implements interfaces:IExposedPropertyTable
Switch to ManualInstantiates 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 | Включенное Поведение обновляется, выключенное Поведение не обновляется. |
isActiveAndEnabled | Has the Behaviour had active and enabled called? |
gameObject | Игровой объект к которому прикреплён данный компонент. Компонент всегда прикреплён к игровому объекту. |
tag | Тег данного игрового объекта. |
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 | Вызывает метод названный methodName на каждом MonoBehaviour этого game object-а или любого из его потомков. |
CompareTag | Помечен ли данный игровой объект тегом tag? |
GetComponent | Returns the component of Type type if the GameObject has one attached, null if it doesn't. Will also return disabled components. |
GetComponentInChildren | Возвращает компонент типа type в GameObject или некоторого его потомка через поиск в глубину. |
GetComponentInParent | Возвращает все компоненты типа type из GameObject'а или из любого его родителя. |
GetComponents | Возвращает все компоненты типа type в GameObject. |
GetComponentsInChildren | Возвращает все компоненты типа type в GameObject или любому из его потомков. |
GetComponentsInParent | Возвращает все компоненты типа type в GameObject или любому из его родителей. |
SendMessage | Вызывает метод с названием methodName в каждом MonoBehaviour в этом игровом объекте. |
SendMessageUpwards | Вызывает метод с именем methodName в каждом MonoBehaviour в этом игровом объекте и в каждом предке поведения. |
TryGetComponent | Gets the component of the specified type, if it exists. |
GetInstanceID | Returns 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. |