TimelineAsset

class in UnityEngine.Timeline

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다음으로부터 상속:Playables.PlayableAsset


인터페이스 구현:IPropertyPreview, ISerializationCallbackReceiver, ITimelineClipAsset

매뉴얼로 전환

설명

A PlayableAsset that represents a timeline.

변수

durationThe length in seconds of the timeline.
durationModeHow the duration of a timeline is calculated.
fixedDurationThe length of the timeline when the durationMode is set to fixed length.
outputTrackCountReturns the the number of output tracks in the Timeline.
rootTrackCountReturns the number of tracks at the root level of the timeline.

Public 함수

CreateTrackAllows you to create a track and add it to the Timeline.
DeleteClipDelete a clip from this timeline.
DeleteTrackDeletes a track from a timeline, including all clips and subtracks.
GetOutputTrackRetrives the output track from the given index.
GetOutputTracksGets a list of all output tracks in the Timeline.
GetRootTrackRetrieves at root track at the specified index.
GetRootTracksGet an enumerable list of all root tracks.

상속된 멤버

변수

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.
durationThe playback duration in seconds of the instantiated Playable.
outputsA description of the outputs of the instantiated Playable.

Public 함수

GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.
CreatePlayableImplement this method to have your asset inject playables into the given graph.

정적 함수

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.
CreateInstanceCreates an instance of a scriptable object.

연산자

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

메시지

AwakeThis function is called when the ScriptableObject script is started.
OnDestroyThis function is called when the scriptable object will be destroyed.
OnDisableThis function is called when the scriptable object goes out of scope.
OnEnableThis function is called when the object is loaded.