C# 클래스 UnityEngine.Experimental.Director.Playable

상속: IDisposable
파일 보기 프로젝트 열기: randomize/VimConfig 1 사용 예제들

공개 메소드들

메소드 설명
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

비공개 메소드들

메소드 설명
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

메소드 상세

Connect() 공개 정적인 메소드

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

Connect() 공개 정적인 메소드

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

Disconnect() 공개 정적인 메소드

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

Dispose() 공개 메소드

public Dispose ( ) : void
리턴 void

Equals() 공개 메소드

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

GetHashCode() 공개 메소드

public GetHashCode ( ) : int
리턴 int

GetInputWeight() 공개 메소드

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

GetInputs() 공개 메소드

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

GetOutputs() 공개 메소드

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

OnSetPlayState() 공개 메소드

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

OnSetTime() 공개 메소드

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

Playable() 공개 메소드

public Playable ( ) : System
리턴 System

PrepareFrame() 공개 메소드

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

ProcessFrame() 공개 메소드

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

SetInputWeight() 공개 메소드

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

operator() 공개 정적인 메소드

public static operator ( ) : bool
리턴 bool