{!See https://docs.google.com/document/d/1takg_GmIBBKKTj-GHZCwzxohpQz7Bhekivkk72kYMtE/edit for reference implementation of OneTrust, dataLayer and GTM} {!OneTrust Cookies Consent} {!OneTrust Cookies Consent end} {!dataLayer initialization push} {!dataLayer initialization push end} {!Google Tag Manager} {!Google Tag Manager end} Class ControlPlayableAsset | Timeline | 1.6.3
docs.unity3d.com
"{0}"의 검색 결과

    목차 표시/숨기기

    Class ControlPlayableAsset

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

    상속
    object
    Object
    ScriptableObject
    PlayableAsset
    ControlPlayableAsset
    구현
    IPlayableAsset
    IPropertyPreview
    ITimelineClipAsset
    상속된 멤버
    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()
    네임스페이스: UnityEngine.Timeline
    어셈블리: solution.dll
    구문
    [Serializable]
    public class ControlPlayableAsset : PlayableAsset, IPlayableAsset, IPropertyPreview, ITimelineClipAsset

    필드

    이름 설명
    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.

    프로퍼티

    이름 설명
    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.

    메서드

    이름 설명
    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.

    문서 개요
    맨 위로
    Copyright © 2023 Unity Technologies — 상표 및 이용약관
    • 법률정보
    • 개인정보처리방침
    • 쿠키
    • 내 개인정보 판매 금지
    • Your Privacy Choices (Cookie Settings)