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VOLLBILD AN/AUS
ObjectNodeNetworkNode
TimeLineManager
IDisposableINetworkNode
public TimeLine[] timeLines<>():TimeLine[] public
public TimeLine gametimeTimeline<>():TimeLine public
public TimeLine realtimeTimeline<>():TimeLine public
public bool computeRealtimeWithEngineDelta<>():bool public
public TimeLineManager TimeLineManager<>():TimeLineManager public
public Void _Ready<>():Void public
static public TimeLineManager Get<>():TimeLineManager static public
public bool get_inProcess<>():bool public
public Void _Process<>(
Double delta=,
delta:Double=,
):Void public
public Void AddProcessCallback<>(
System.Action a=,
a:System.Action=,
):Void public
public Void RemoveProcessCallback<>(
System.Action a=,
a:System.Action=,
):Void public
public int GetTimeLineIndex<>(
TimeLine timeLine=,
timeLine:TimeLine=,
):int public
public Void Modulate<>(
TimeLine timeline=,
timeline:TimeLine=,
AnimationCurve c=,
c:AnimationCurve=,
System.Action<bool> onReady=,
onReady:System.Action<bool>=,
):Void public
public float get_unscaledTimeDelta<>():float public
public Double get_realtime<>():Double public
static public TimeLine Ensure<>(
TimeLine timeline=,
timeline:TimeLine=,
):TimeLine static public
public TimeLineRunner GetRunner<>(
TimeLine timeline=,
timeline:TimeLine=,
):TimeLineRunner public
public TimeLineRunner GetRunner<>(
int index=,
index:int=,
):TimeLineRunner public
static public int CreateID<>():int static public
static public Void RemoveEvent<>(
TimeLine timeline=,
timeline:TimeLine=,
int id=,
id:int=,
):Void static public
static public TimeLineCallback ScheduleCallback<>(
TimeLine timeline=,
timeline:TimeLine=,
System.Action<TimeLineCallback> callback=,
callback:System.Action<TimeLineCallback>=,
):TimeLineCallback static public
static public TimeLineEvent ScheduleEvent<>(
TimeLine timeline=,
timeline:TimeLine=,
float position=,
position:float=,
System.Action<TimeLineEvent> callback=,
callback:System.Action<TimeLineEvent>=,
Node context=,
context:Node=,
):TimeLineEvent static public
static public TimeLineEvent ScheduleEventIn<>(
TimeLine timeline=,
timeline:TimeLine=,
float offset=,
offset:float=,
System.Action<TimeLineEvent> callback=,
callback:System.Action<TimeLineEvent>=,
Node context=,
context:Node=,
):TimeLineEvent static public
static public TimeLineEvent ScheduleEventWith<>(
Duration duration=,
duration:Duration=,
System.Action<TimeLineEvent> callback=,
callback:System.Action<TimeLineEvent>=,
Node context=,
context:Node=,
):TimeLineEvent static public
static public TimeLineEvent ScheduleLoopEvent<>(
TimeLine timeline=,
timeline:TimeLine=,
float duration=,
duration:float=,
float offset=,
offset:float=,
System.Action<TimeLineEvent> callback=,
callback:System.Action<TimeLineEvent>=,
):TimeLineEvent static public
static public TimeLineSpan ScheduleSpan<>(
TimeLine timeline=,
timeline:TimeLine=,
float start=,
start:float=,
float end=,
end:float=,
System.Action<TimeLineSpan,TimeLineSpanUpdateType> callback=,
callback:System.Action<TimeLineSpan,TimeLineSpanUpdateType>=,
Node context=,
context:Node=,
):TimeLineSpan static public
static public TimeLineSpan ScheduleSpanWith<>(
Duration duration=,
duration:Duration=,
System.Action<TimeLineSpan,TimeLineSpanUpdateType> callback=,
callback:System.Action<TimeLineSpan,TimeLineSpanUpdateType>=,
):TimeLineSpan static public
static public TimeLineSpan ScheduleSpanIn<>(
TimeLine timeline=,
timeline:TimeLine=,
float delay=,
delay:float=,
float duration=,
duration:float=,
System.Action<TimeLineSpan,TimeLineSpanUpdateType> callback=,
callback:System.Action<TimeLineSpan,TimeLineSpanUpdateType>=,
Node context=,
context:Node=,
):TimeLineSpan static public












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