class in UnityEngine.Timeline
/
实现接口:IPropertyPreview, ISerializationCallbackReceiver, ITimelineClipAsset
切换到手册代表 Timeline 中的一个 AnimationClip 剪辑的可播放资源包装器。
clip | 动画剪辑。 |
eulerAngles | 剪辑的根运动旋转偏移的欧拉角表示。 |
matchTargetFields | 指定在对齐偏移时应匹配哪些字段。 |
position | 剪辑的根运动位置偏移。 |
removeStartOffset | 是否使动画剪辑相对于其第一个关键帧播放。 |
rotation | 剪辑的根运动旋转偏移。 |
useTrackMatchFields | 指定由轨道定义匹配选项。 |
ResetOffsets | 将根运动偏移重置为默认值。 |
hideFlags | 该对象应该隐藏、随场景一起保存还是由用户修改? |
name | 对象的名称。 |
duration | 实例化 Playable 的播放持续时间,以秒为单位。 |
outputs | 实例化 Playable 输出的描述。 |
GetInstanceID | 返回对象的实例 ID。 |
ToString | 返回 GameObject 的名称。 |
CreatePlayable | 实现此方法以使资源将可播放项注入给定图中。 |
Destroy | 删除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindObjectOfType | 返回第一个类型为 type 的已加载的激活对象。 |
FindObjectsOfType | 返回所有类型为 type 的已加载的激活对象的列表。 |
Instantiate | 克隆 original 对象并返回克隆对象。 |
CreateInstance | 创建脚本化对象的实例。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |
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