Version: 2022.3
LanguageEnglish
  • C#

PlayableDirector

class in UnityEngine.Playables

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Inherits from:Behaviour

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Implemented in:UnityEngine.DirectorModule


Implements interfaces:IExposedPropertyTable

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Description

Instantiates a PlayableAsset and controls playback of Playable objects.

Properties

durationThe duration of the Playable in seconds.
extrapolationModeControls how the time is incremented when it goes beyond the duration of the playable.
initialTimeThe time at which the Playable should start when first played.
playableAssetThe PlayableAsset that is used to instantiate a playable for playback.
playableGraphThe PlayableGraph created by the PlayableDirector.
playOnAwakeWhether the playable asset will start playing back as soon as the component awakes.
stateThe current playing state of the component. (Read Only)
timeThe component's current time. This value is incremented according to the PlayableDirector.timeUpdateMode when it is playing. You can also change this value manually.
timeUpdateModeControls how time is incremented when playing back.

Public Methods

ClearGenericBindingClears the binding of a reference object.
ClearReferenceValueClears an exposed reference value.
DeferredEvaluateTells the PlayableDirector to evaluate it's PlayableGraph on the next update.
EvaluateEvaluates the currently playing Playable at the current time.
GetGenericBindingReturns a binding to a reference object.
GetReferenceValueRetreives an ExposedReference binding.
PausePauses playback of the currently running playable.
PlayInstatiates a Playable using the provided PlayableAsset and starts playback.
RebindPlayableGraphOutputsRebinds each PlayableOutput of the PlayableGraph.
RebuildGraphDiscards the existing PlayableGraph and creates a new instance.
ResumeResume playing a paused playable.
SetGenericBindingSets the binding of a reference object from a PlayableBinding.
SetReferenceValueSets an ExposedReference value.
StopStops playback of the current Playable and destroys the corresponding graph.

Events

pausedEvent that is raised when a PlayableDirector component has paused.
playedEvent that is raised when a PlayableDirector component has begun playing.
stoppedEvent that is raised when a PlayableDirector component has stopped.

Inherited Members

Properties

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledReports whether a GameObject and its associated Behaviour is active and enabled.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagChecks the GameObject's tag against the defined tag.
GetComponentGets a reference to a component of type T on the same GameObject as the component specified.
GetComponentInChildrenGets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject.
GetComponentIndexGets the index of the component on its parent GameObject.
GetComponentInParentGets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject.
GetComponentsGets references to all components of type T on the same GameObject as the component specified.
GetComponentsInChildrenGets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject.
GetComponentsInParentGets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

Operators

boolDoes 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.