class in UnityEngine.Timeline
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Hereda de:Playables.PlayableAsset
Implementa interfaces:IPropertyPreview, ISerializationCallbackReceiver, ITimelineClipAsset
Cambiar al ManualA playable asset wrapper that represents a single AnimationClip clip in Timeline.
clip | The animation clip. |
eulerAngles | The euler angle representation of the root motion rotation offset of the clip. |
matchTargetFields | Specifies which fields should be matched when aligning offsets. |
position | The root motion position offset of the clip. |
removeStartOffset | Whether to make the animation clip play relative to its first keyframe. |
rotation | The root motion rotation offset of the clip. |
useTrackMatchFields | Specifies that matching options are defined by the track. |
ResetOffsets | Resets the root motion offsets to default values. |
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. |
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. |
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. |