A PlayableTrack is a track whose clips are custom playables.
This is a track that can contain PlayableAssets that are found in the project and do not have their own specified track type.
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | El nombre del objeto. |
duration | The playback duration in seconds of the instantiated Playable. |
outputs | A description of the outputs of the instantiated Playable. |
isEmpty | Does this track have any clips? |
isSubTrack | Is this track a subtrack? |
locked | The local locked state of the track. |
lockedInHierarchy | The locked state of a track. (Read Only) |
muted | Mutes the track, excluding it from the generated PlayableGraph. |
outputs | A description of the outputs of the instantiated Playable. |
parent | The owner of this track. |
timelineAsset | The TimelineAsset this track belongs to. |
GetInstanceID | Devuelve el id de la instancia del objeto. |
ToString | Returns the name of the GameObject. |
CreatePlayable | Implement this method to have your asset inject playables into the given graph. |
CreateClip | Creates a clip on the track with a custom playable asset attached, whose type is specified by T. Throws an InvalidOperationException if the specified type is not supported by the track. |
CreateDefaultClip | Creates a default clip for this track, where the clip's asset type is based on any TrackClipTypeAttributes marking the track. |
CreateTrackMixer | Creates a mixer used to blend playables generated by clips on the track. |
GetChildTracks | The list of subtracks or child tracks attached to this track. |
GetClips | Returns an enumerable list of clips owned by the track. |
OnAfterTrackDeserialize | Override this method to receive a callback after Unity deserializes your track. |
OnBeforeTrackSerialize | Override this method to receive a callback before Unity serializes your track. |
OnCreateClip | Called when a clip is created on a track. Use this method to set default values on a timeline clip, or on it's PlayableAsset. |
Destroy | Elimina un gameobject, componente o asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Clona el objeto original y devuelve el clon. |
CreateInstance | Crea una instancia de un objeto scriptable. |
bool | ¿Existe el objeto? |
operator != | Compare si dos objetos se refieren a un objeto diferente. |
operator == | Compara dos referencias de objeto para ver si se refieren al mismo objeto. |
Awake | Esta función se llama cuando el script ScriptableObject empieza. |
OnDestroy | Esta función se llama cuando el objeto scriptable se destruirá. |
OnDisable | Esta función se llama cuando el objeto scriptable se va fuera del alcance (scope). |
OnEnable | Esta función se llama cuando el objeto es cargado. |