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    Class ControlPlayableAsset

    Playable Asset that generates playables for controlling time-related elements on a GameObject.

    Inheritance
    object
    Object
    ScriptableObject
    PlayableAsset
    ControlPlayableAsset
    Implements
    IPlayableAsset
    IPropertyPreview
    ITimelineClipAsset
    Inherited Members
    PlayableAsset.outputs
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectOfType<T>()
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    object.MemberwiseClone()
    Namespace: UnityEngine.Timeline
    Assembly: solution.dll
    Syntax
    [Serializable]
    public class ControlPlayableAsset : PlayableAsset, IPlayableAsset, IPropertyPreview, ITimelineClipAsset

    Fields

    Name Description
    active

    Indicate whether GameObject activation is controlled

    particleRandomSeed

    Random seed to supply particle systems that are set to use autoRandomSeed

    postPlayback

    Indicates the active state of the GameObject when Timeline is stopped.

    prefabGameObject

    Prefab object that will be instantiated.

    searchHierarchy

    Indicates whether to search the entire hierarchy for controllable components.

    sourceGameObject

    GameObject in the scene to control, or the parent of the instantiated prefab.

    updateDirector

    Indicates whether playableDirectors are controlled.

    updateITimeControl

    Indicates whether Monobehaviours implementing ITimeControl will be controlled.

    updateParticle

    Indicates whether Particle Systems will be controlled.

    Properties

    Name Description
    clipCaps

    Returns the capabilities of TimelineClips that contain a ControlPlayableAsset

    duration

    Returns the duration in seconds needed to play the underlying director or particle system exactly once.

    Methods

    Name Description
    CreatePlayable(PlayableGraph, GameObject)

    Creates the root of a Playable subgraph to control the contents of the game object.

    GatherProperties(PlayableDirector, IPropertyCollector)

    Called by the Timeline Editor to gather properties requiring preview.

    OnEnable()

    This function is called when the object is loaded.

    概要
    トップに戻る
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