Class VFXBinderBase
Base Class to derive in order to Write Visual Effect Binders
Inheritance
VFXBinderBase
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.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
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)
Assembly: Unity.VisualEffectGraph.Runtime.dll
Syntax
[ExecuteAlways]
[RequireComponent(typeof(VFXPropertyBinder))]
public abstract class VFXBinderBase : MonoBehaviour
Fields
binder
VFXPropertyBinder master behaviour this binder is attached to.
Declaration
protected VFXPropertyBinder binder
Field Value
Methods
Awake()
Awake Message : gets the master VFX Property Binder from this game object.
Declaration
protected virtual void Awake()
IsValid(VisualEffect)
Implement this method to perform validity checks:
- Visual Effect Implements correct Properties
- Objects to get values from are correctly set
Declaration
public abstract bool IsValid(VisualEffect component)
Parameters
Type |
Name |
Description |
VisualEffect |
component |
the Visual Effect Componnent to bind properties to
|
Returns
Type |
Description |
bool |
Whether the binding can be performed
|
OnDisable()
OnEnable Message : Removes this binding from the VFXPropertyBinder update loop
Declaration
protected virtual void OnDisable()
OnEnable()
OnEnable Message : Adds this binding in the VFXPropertyBinder update loop
Declaration
protected virtual void OnEnable()
Reset()
Optional method allowing potential manual state reset of binder
Declaration
public virtual void Reset()
ToString()
Returns a readable string summary of this Binder.
Declaration
public override string ToString()
Returns
Type |
Description |
string |
a readable string summary of this Binder
|
Overrides
UpdateBinding(VisualEffect)
Implement UpdateBinding to perform the actual binding. This method is called by the VFXPropertyBinder if IsValid() returns true;
Declaration
public abstract void UpdateBinding(VisualEffect component)
Parameters
Type |
Name |
Description |
VisualEffect |
component |
The VisualEffect component to bind to
|
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.