Timeline Mixer Documentation
TimelineMixer.TimelineMixerBase Class Reference

This component is not intended to be used directly, TimelineMixerComponent inherits this, attach the TimelineMixerComponent to your GameObjects More...

Inheritance diagram for TimelineMixer.TimelineMixerBase:
[legend]

Public Types

enum  Mode
 In Solo mode the system will try to keep only one timeline active at one time, Multiple mode (Default) has no restrictions on the amount of timelines active
 

Public Member Functions

void SetTimeUpdateMode (DirectorUpdateMode mode)
 Change the update mode of the Playable Graph to suit your requirements. More...
 
void SetSpeed (TimelineAsset timelineAsset, float speed)
 Changes the playback speed of a timeline. More...
 
void SetTime (TimelineAsset timelineAsset, float time)
 Set the current time of a timeline More...
 
void SetTimeSmooth (TimelineAsset timelineAsset, float targetTime, float duration, AnimationCurve curve=null, bool pauseOnEnd=false)
 Set a target time for a timeline, which will be reached over X seconds. You can use values higher and lower than the current time to move time back and forward. You can pass in an AnimationCurve to change ease in and out. Do not call this every frame, it should be treated as a one-shot call.
 
void RebindTrack (TimelineAsset timelineAsset, string trackName, UnityEngine.Object binding)
 Allows you to rebind your timeline tracks at runtime, these changes will not show or be recorded in the PlayableDirector. Be careful with this, it is possible to bind unsupported components. Animation track bound to Audio Source for example. More...
 

Protected Member Functions

void FadeTo (BindingData bindingData, float targetWeight, float fadeTime=10f, float startTime=-1, int? loopPlayback=null)
 Playback ///.
 

Private Member Functions

void SetUpGraph ()
 Initializes the playable graph, and sets the playable director on this gameobject as the resolver for exposed references
 
TimelineAsset GetTimelineWithName (string name)
 Returns a TimelineAsset with the given name, if it exists in the list More...
 

Detailed Description

This component is not intended to be used directly, TimelineMixerComponent inherits this, attach the TimelineMixerComponent to your GameObjects

Member Function Documentation

◆ GetTimelineWithName()

TimelineAsset TimelineMixer.TimelineMixerBase.GetTimelineWithName ( string  name)
inlineprivate

Returns a TimelineAsset with the given name, if it exists in the list

Parameters
nameThe name of the Timeline that will be found
Returns

◆ RebindTrack()

void TimelineMixer.TimelineMixerBase.RebindTrack ( TimelineAsset  timelineAsset,
string  trackName,
UnityEngine.Object  binding 
)
inline

Allows you to rebind your timeline tracks at runtime, these changes will not show or be recorded in the PlayableDirector. Be careful with this, it is possible to bind unsupported components. Animation track bound to Audio Source for example.

Parameters
timelineAsset
bindings

◆ SetSpeed()

void TimelineMixer.TimelineMixerBase.SetSpeed ( TimelineAsset  timelineAsset,
float  speed 
)
inline

Changes the playback speed of a timeline.

Parameters
timelineAssetThe timeline to adjust speed on
speedSpeed multiplier, 1 = normal speed

◆ SetTime()

void TimelineMixer.TimelineMixerBase.SetTime ( TimelineAsset  timelineAsset,
float  time 
)
inline

Set the current time of a timeline

Parameters
timelineAssetTimeline to set time value on
timeThe time value to set

◆ SetTimeUpdateMode()

void TimelineMixer.TimelineMixerBase.SetTimeUpdateMode ( DirectorUpdateMode  mode)
inline

Change the update mode of the Playable Graph to suit your requirements.

Parameters
modeThe DirectorUpdateMode to set on the graph