class in UnityEngine.Timeline
/
Hereda de:Playables.PlayableAsset
Implementa interfaces:IPropertyPreview, ISerializationCallbackReceiver, ITimelineClipAsset
Cambiar al ManualA PlayableAsset that represents a timeline.
duration | The length in seconds of the timeline. |
durationMode | How the duration of a timeline is calculated. |
fixedDuration | The length of the timeline when the durationMode is set to fixed length. |
outputTrackCount | Returns the the number of output tracks in the Timeline. |
rootTrackCount | Returns the number of tracks at the root level of the timeline. |
CreateTrack | Allows you to create a track and add it to the Timeline. |
DeleteClip | Delete a clip from this timeline. |
DeleteTrack | Deletes a track from a timeline, including all clips and subtracks. |
GetOutputTrack | Retrives the output track from the given index. |
GetOutputTracks | Gets a list of all output tracks in the Timeline. |
GetRootTrack | Retrieves at root track at the specified index. |
GetRootTracks | Get an enumerable list of all root tracks. |
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. |