生成可播放项以便控制游戏对象上与时间相关的元素的资源。
此可播放项可以选择性控制游戏对象的 ParticleSystem、PlayableDirector 和 Activation。用户也可以指定一个将被实例化并作为指定 sourceObject 子项的预制件。
active | 指明可播放项是否会使用 Activation。 |
particleRandomSeed | 让粒子系统在每次执行时进行相同的行为。 |
postPlayback | 指明游戏对象在 Timeline 停止时的活动状态。 |
prefabGameObject | 将被实例化的预制件对象。 |
searchHierarchy | 指明是否在整个层级中搜索可控组件。 |
sourceGameObject | 场景中要控制的游戏对象,或者实例化预制件的父项。 |
updateDirector | 指明用户是否想要控制 PlayableDirectors。 |
updateITimeControl | 指明在游戏对象上实现 ITimeControl 的 Monobehaviours 是否会受控制。 |
updateParticle | 指明用户是否想要控制 ParticleSystems。 |
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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