class in UnityEngine.Playables
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Inherits from:Behaviour
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Implemented in:UnityEngine.DirectorModule
Implements interfaces:IExposedPropertyTable
Controls playback of Playable objects.
The PlayableDirector is primarily used by the Timeline Package to handle bindings to scene objects and control playback of the PlayableGraph.
The PlayableDirector object builds a PlayableGraph from a PlayableAsset. Once the graph is built, use the PlayableDirector to manage playback of the graph's Playable. To control playback of the PlayableGraph, use:
To be notified of playback state changes, subscribe to:
To handle references between assets and scene objects, PlayableDirector implements IExposedPropertyTable. To set or get bindings, use:
Multiple PlayableDirectors can reference the same PlayableAsset. When this occurs, each PlayableDirector creates its own independent PlayableGraph with its own scene bindings.
The following example demonstrates how to use the Playable Director to bind scene objects to assets and how to control the Playable Graph.
using System; using UnityEngine; using UnityEngine.Playables; using Object = UnityEngine.Object; [RequireComponent(typeof(PlayableDirector))] public class PlayableDirectorSample : MonoBehaviour { PlayableDirector m_Director; TestPlayableAsset m_TestAsset; void Start() { m_Director = gameObject.GetComponent<PlayableDirector>(); m_TestAsset = ScriptableObject.CreateInstance<TestPlayableAsset>(); m_Director.playableAsset = m_TestAsset; m_Director.SetGenericBinding(m_TestAsset, gameObject); BuildGraphAndPlay(); } void BuildGraphAndPlay() { m_Director.RebuildGraph(); if (m_Director.playableGraph.IsValid()) { m_Director.Play(); } } } [Serializable] class TestBehaviour : PlayableBehaviour { public override void OnPlayableCreate(Playable playable) { } public override void OnPlayableDestroy(Playable playable) { } public Object target { get; set; } public override void OnBehaviourPlay(Playable playable, FrameData info) { base.OnBehaviourPlay(playable, info); if (target != null) { Debug.Log($"{target.name}-{info.frameId}"); } } } [Serializable] class TestPlayableAsset : PlayableAsset { public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { ScriptPlayable<TestBehaviour> behavior = ScriptPlayable<TestBehaviour>.Create(graph); var director = owner.GetComponent<PlayableDirector>(); Object target = director.GetGenericBinding(this); behavior.GetBehaviour().target = target; return behavior; } }
duration | The duration of the currently connected 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 | Schedules the PlayableDirector to perform PlayableGraph.Evaluate on the PlayableGraph associated with the PlayableDirector.playableAsset on the next update. |
Evaluate | Immediately performs PlayableGraph.Evaluate on the PlayableGraph associated with the PlayableDirector.playableAsset at PlayableDirector.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 | Gets a reference to a component of type T on the same GameObject as the component specified. |
GetComponentInChildren | Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. |
GetComponentIndex | Gets the index of the component on its parent GameObject. |
GetComponentInParent | Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. |
GetComponents | Gets references to all components of type T on the same GameObject as the component specified. |
GetComponentsInChildren | Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. |
GetComponentsInParent | Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. |
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. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
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. |