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* Timeline
: ๋ณตํฉ ์ ๋๋ฉ์ด์ ์ ์ ์ํ ๋ ์ฐ๋ Tool (Playable Director์ ์์กด)
Object์ Playabel Director Component๋ฅผ ์ถ๊ฐํ๊ณ ๋ง๋ Timeline์ playable ์์ฑ์ผ๋ก ๋ค๊ฐ๋ค.
* PlaybleDirector
: Timeline Asset์ ํธ๋๊ณผ ๊ฒ์ ์ค๋ธ์ ํธ๋ฅผ ์ฐ๊ฒฐํด์ฃผ๊ธฐ ์ํด ์ฌ์ฉ
* Bindings
Timeline ์์ ํธ๋์ ์ฐ๊ฒฐ๋ Audio, Animation ๋ฑ์ ์ ๋ณด๋ค
[Binding ์ ๋ฆฌ]
๊ฐ์ฒด์ ํด๋น ์คํฌ๋ฆฝํธ ๋ฌ์์ ์ฐ์ด์ง ์๋ binidng๋ค ์ ๋ฆฌํ๊ธฐ
#if UNITY_EDITOR
[Sirenix.OdinInspector.Button]
void ClearBinding() {
var directors = Object.FindObjectsOfType<PlayableDirector>();
foreach (var director in directors){
var dirSO = new SerializedObject(director);
var sceneBindings = dirSO.FindProperty("m_SceneBindings");
for (var i = sceneBindings.arraySize - 1; i >= 0; i--){
var binding = sceneBindings.GetArrayElementAtIndex(i);
var key = binding.FindPropertyRelative("key");
if (key.objectReferenceValue == null)
sceneBindings.DeleteArrayElementAtIndex(i);
}
dirSO.ApplyModifiedProperties();
}
}
#endif
[Unity ๊ณต์ Document ์ฐธ๊ณ ]
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