C# Class UnityEngine.Experimental.Director.Playable

Inheritance: IDisposable
Mostrar archivo Open project: randomize/VimConfig Class Usage Examples

Public Methods

Method Description
Connect ( Playable source, Playable target ) : bool
Connect ( Playable source, Playable target, int sourceOutputPort, int targetInputPort ) : bool
Disconnect ( Playable target, int inputPort ) : void
Dispose ( ) : void
Equals ( object p ) : bool
GetHashCode ( ) : int
GetInputWeight ( int inputIndex ) : float
GetInputs ( List inputList ) : void
GetOutputs ( List outputList ) : void
OnSetPlayState ( PlayState newState ) : void
OnSetTime ( float localTime ) : void
Playable ( ) : System
PrepareFrame ( FrameData info ) : void
ProcessFrame ( FrameData info, object playerData ) : void
SetInputWeight ( int inputIndex, float weight ) : bool
operator ( ) : bool

Private Methods

Method Description
CheckInputBounds ( int inputIndex ) : bool
CheckInputBounds ( int inputIndex, bool acceptAny ) : bool
CheckPlayableValidity ( Playable playable, string name ) : bool
ClearInputs ( ) : void
CompareIntPtr ( Playable lhs, Playable rhs ) : bool
ConnectInternal ( Playable source, Playable target, int sourceOutputPort, int targetInputPort ) : bool
DisconnectInternal ( Playable target, int inputPort ) : void
Dispose ( bool disposing ) : void
GenerateUniqueId ( ) : int
GetInput ( int inputPort ) : Playable
GetInputWeightInternal ( int inputIndex ) : float
GetInputs ( ) : UnityEngine.Experimental.Director.Playable[]
GetInputsInternal ( object list ) : void
GetOutput ( int outputPort ) : Playable
GetOutputs ( ) : UnityEngine.Experimental.Director.Playable[]
GetOutputsInternal ( object list ) : void
GetUniqueIDInternal ( ) : int
InstantiateEnginePlayable ( ) : void
IsNativePlayableAlive ( Playable p ) : bool
Playable ( bool callCPPConstructor ) : System
ReleaseEnginePlayable ( ) : void
SetInputWeightInternal ( int inputIndex, float weight ) : bool

Method Details

Connect() public static method

public static Connect ( Playable source, Playable target ) : bool
source Playable
target Playable
return bool

Connect() public static method

public static Connect ( Playable source, Playable target, int sourceOutputPort, int targetInputPort ) : bool
source Playable
target Playable
sourceOutputPort int
targetInputPort int
return bool

Disconnect() public static method

public static Disconnect ( Playable target, int inputPort ) : void
target Playable
inputPort int
return void

Dispose() public method

public Dispose ( ) : void
return void

Equals() public method

public Equals ( object p ) : bool
p object
return bool

GetHashCode() public method

public GetHashCode ( ) : int
return int

GetInputWeight() public method

public GetInputWeight ( int inputIndex ) : float
inputIndex int
return float

GetInputs() public method

public GetInputs ( List inputList ) : void
inputList List
return void

GetOutputs() public method

public GetOutputs ( List outputList ) : void
outputList List
return void

OnSetPlayState() public method

public OnSetPlayState ( PlayState newState ) : void
newState PlayState
return void

OnSetTime() public method

public OnSetTime ( float localTime ) : void
localTime float
return void

Playable() public method

public Playable ( ) : System
return System

PrepareFrame() public method

public PrepareFrame ( FrameData info ) : void
info FrameData
return void

ProcessFrame() public method

public ProcessFrame ( FrameData info, object playerData ) : void
info FrameData
playerData object
return void

SetInputWeight() public method

public SetInputWeight ( int inputIndex, float weight ) : bool
inputIndex int
weight float
return bool

operator() public static method

public static operator ( ) : bool
return bool