混音器资源。
这是一个代表项目中特定混音器资源的单例。
outputAudioMixerGroup | 路由目标。 |
updateMode | 混音器的时间应如何进展。在快照转换期间使用。 |
ClearFloat | 将暴露的参数重置为其初始值。 |
FindMatchingGroups | 混合器中连接的组形成一个从混合器的母带组指向树叶的路径。此路径的格式为“Master Group/Child of Master Group/Grandchild of Master Group”,因此为了在此示例中找到孙组,有效搜索字符串(例如“randchi”)会返回一个组,而“hild”或“oup/”会返回 2 个不同的组。 |
FindSnapshot | 名称必须完全匹配。 |
GetFloat | 返回指定的暴露参数的值。如果参数不存在,则函数返回 false。对于此参数,在调用 SetFloat 之前和调用 ClearFloat 之后,返回的值将是当前快照或快照转换的值。 |
SetFloat | 设置指定的暴露参数的值。如果参数暴露,则它无法由混合器快照控制,因此只能通过此函数更改。 |
TransitionToSnapshots | 向指定快照的加权混合的转换。这可用于将游戏状态指定为状态之间的连续体的游戏,或用于插值来自三角地图位置的快照。 |
GetInstanceID | 返回对象的实例 ID。 |
ToString | 返回对象的名称。 |
Destroy | 移除 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 | Gets a list of all loaded objects of Type type. |
Instantiate | 克隆 original 对象并返回克隆对象。 |
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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