Timeline Mixer Documentation
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Class Hierarchy

Go to the graphical class hierarchy

This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123]
 CTimelineMixer.AnimationBalancerKeeps animation mixer playable input values from becoming overweight. If the total weights on an animation mixer playable exceed 1f the animations do not look correct or blended properly. AnimationBalancer fixes this by automatically reducing weights of all connections if the total intended weights exceed 1f. Connections target values are remembered, and will be restored if the total input weight does not exceed 1f
 CAttribute
 CTimelineMixer.TrackProcessorAttribute
 CTimelineMixer.BindingDataGathers information about track bindings from the Playable Director, used to set bindings on the custom playable graph as it is created
 CUnityEditor.Editor
 CTimelineMixer.Editor.TimelineMixerEditor
 CEditorWindow
 CTimelineMixer.Editor.TimelineMixerWindow
 CTimelineMixer.EventVariable< T >Used to call a method when variable values have changed. In the case of Timeline Mixer, we use this in PlayableConnectionInfo to set connection weights
 CTimelineMixer.FadeState
 CTimelineMixer.FadeToPart of a simple state machine that TimelineMixerPlayable makes use of, updates the weights of tracks over time (Fades)
 CINotification
 CTimelineMixer.TimelineEventNotification
 CINotificationReceiver
 CTimelineMixer.TimelineMixerBaseThis component is not intended to be used directly, TimelineMixerComponent inherits this, attach the TimelineMixerComponent to your GameObjects
 CTimelineMixer.TimelineMixerComponent
 CTimelineMixer.ITrackProcessor
 CTimelineMixer.TrackProcessorTrack processor for timeline tracks that do not have a custom track processor, this will connect all unknown tracks to their own output
 CTimelineMixer.AnimationTrackProcessorProcesses animation tracks and connects them to the correct mixer on the playable graph. Use the TrackProcessor attribute to set the track type the processor will be in charge of. This track processor is VERY specialized, and should not be used as a basic example. Be careful when modifying this Track Processor
 CTimelineMixer.AudioTrackProcessorProcesses audio tracks and connects them to the correct mixer on the playable graph. Use the TrackProcessor attribute to set the track type the processor will be in charge of
 CTimelineMixer.MarkerTrackProcessorThis track processor will connect the marker track to the graph
 CTimelineMixer.SignalTrackProcessorSetup outputs for Signal tracks
 CTimelineMixer.LoopModeThe purpose of this class is simply to make the LoopMode parameter more readable. You can alternatively use integer 1 for Loop, or integer 2 for Endless
 CMonoBehaviour
 CTimelineMixer.TimelineMixerBaseThis component is not intended to be used directly, TimelineMixerComponent inherits this, attach the TimelineMixerComponent to your GameObjects
 CPlayableBehaviour
 CTimelineMixer.PassthroughPlayableThis is simply an empty placeholder passthrough playable used to construct and structure the PlayableGraph and holds no logic. Without an empty to serve as a mixer the TimeNotificationPlayable that signal tracks are built on will not recieve time updates
 CTimelineMixer.TimelineMixerPlayable
 CTimelineMixer.PlayableConnectionInfoStore information about connections on the PlayableGraph and set / get weights between connections
 CTimelineMixer.PlayableNodeA wrapper for Playables that allows some reverse traversal of the playable graph, and easy disconnection / reconnection of timeline track ports
 CTimelineMixer.Editor.ResizeList
 CTimelineMixer.Editor.SimpleEditorUtilities
 CTimelineMixer.TimelineEventDataResponsible for managing events throughout the life of the Timeline
 CTimelineMixer.TimelineMixerUtilities
 CTimelineMixer.TrackProcessorManagerAutomatically discovers all classes that inherit from TrackProcessor and have the TrackProcessor attribute and creates an instance of them