Class VFXBinderBase
Base Class to derive in order to Write Visual Effect Binders
Inherited Members
Component.GetComponent<T>()
Component.TryGetComponent<T>(out T)
Component.GetComponentInChildren<T>()
Component.GetComponentsInChildren<T>()
Component.GetComponentInParent<T>()
Component.GetComponentsInParent<T>()
Component.GetComponents<T>()
Object.GetHashCode()
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Namespace: UnityEngine.VFX.Utility
Assembly: Unity.VisualEffectGraph.Runtime.dll
Syntax
[ExecuteInEditMode]
[RequireComponent(typeof(VFXPropertyBinder))]
public abstract class VFXBinderBase : MonoBehaviour
Fields
Name | Description |
---|---|
binder | VFXPropertyBinder master behaviour this binder is attached to. |
Methods
Name | Description |
---|---|
Awake() | Awake Message : gets the master VFX Property Binder from this game object. |
IsValid(VisualEffect) | Implement this method to perform validity checks:
|
OnDisable() | OnEnable Message : Removes this binding from the VFXPropertyBinder update loop |
OnEnable() | OnEnable Message : Adds this binding in the VFXPropertyBinder update loop |
Reset() | Optional method allowing potential manual state reset of binder |
ToString() | Returns a readable string summary of this Binder. |
UpdateBinding(VisualEffect) | Implement UpdateBinding to perform the actual binding. This method is called by the VFXPropertyBinder if IsValid() returns true; |