Version: 2017.2

PlayableGraph

struct in UnityEngine.Playables

マニュアルに切り替える

説明

Use the PlayableGraph to manage Playable creations and destructions.

The PlayableGraph is also the link to different systems, through structs that implement IPlayableOutput. For example, AnimationPlayableOutput or AudioPlayableOutput.

Public 関数

ConnectConnects two Playable instances.
DestroyDestroys the graph.
DestroyOutputDestroys the PlayableOutput.
DestroyPlayableDestroys the Playable.
DestroySubgraphDestroys the Playable and all its inputs, recursively.
DisconnectDisconnects the Playable. The connections determine the topology of the PlayableGraph and how it is evaluated.
EvaluateEvaluates all the PlayableOutputs in the graph, and updates all the connected Playables in the graph.
GetOutputGet PlayableOutput at the given index in the graph.
GetOutputByTypeGet PlayableOutput of the requested type at the given index in the graph.
GetOutputCountReturns the number of PlayableOutput in the graph.
GetOutputCountByTypeGet the number of PlayableOutput of the requested type in the graph.
GetPlayableCountReturns the number of Playable owned by the Graph.
GetResolverReturns the table used by the graph to resolve ExposedReferences.
GetRootPlayableReturns the Playable with no output connections at the given index.
GetRootPlayableCountReturns the number of Playable owned by the Graph that have no connected outputs.
GetTimeUpdateModeReturns how time is incremented when playing back.
IsDoneIndicates that a graph has completed its operations.
IsPlayingIndicates that a graph is presently running.
IsValidReturns true if the PlayableGraph has been properly constructed using PlayableGraph.CreateGraph and is not deleted.
PlayPlays the graph.
SetResolverChanges the table used by the graph to resolve ExposedReferences.
SetTimeUpdateModeChanges how time is incremented when playing back.
StopStops the graph, if it is playing.

Static 関数

CreateCreates a PlayableGraph.