Ultimate Replay Scripting Reference
ReplayBehaviour Class |
This interface can be implemented by mono behaviour scripts in order to receive replay start and end events.
It works in a similar way to the 'Start' or 'Update' method however you must explicitly implement the interface as opposed to using magic methods.
This allows for slightly improved performance.
Inheritance Hierarchy
SystemObject Object
Component
Behaviour
MonoBehaviour
UltimateReplayReplayBehaviour
UltimateReplayReplayAudio
UltimateReplayReplayTransform
UltimateReplay.StorageReplayTarget
Component
Behaviour
MonoBehaviour
UltimateReplayReplayBehaviour
UltimateReplayReplayAudio
UltimateReplayReplayTransform
UltimateReplay.StorageReplayTarget
Namespace: UltimateReplay
Assembly: UltimateReplay (in UltimateReplay.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
C#
public abstract class ReplayBehaviour : MonoBehaviour, IReplaySerialize
The ReplayBehaviour type exposes the following members.
Constructors
Name | Description | |
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ReplayBehaviour | Initializes a new instance of the ReplayBehaviour class |
Methods
Name | Description | |
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Awake |
Called by Unity.
Allows the ReplayBehaviour to validate its identity and register its self with the replay system.
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OnReplayDeserialize |
Called by the replay system when all replay state information should be deserialized.
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OnReplayEnd |
Called by the replay system when playback has ended.
You can re-enable game behaviour in this method to allow the gameplay to 'take over'
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OnReplayEvent |
Called by the replay system when an event has been received during playback.
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OnReplayPlayPause |
Called by the replay system when playback is about to be paused or resumed.
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OnReplaySerialize |
Called by the replay system when all replay state information should be serialized.
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OnReplayStart |
Called by the replay system when playback is about to start.
You can disable game behaviour that should not run during playback in this method, such as player movement.
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OnReplayUpdate |
Called by the replay system every frame while playback is active.
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ReplayDeserializeEvents |
Deserializes all active ReplayEvent from the state and dispatches any events to the OnReplayEvent(ReplayEvent) handler.
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ReplayDeserializeVariables |
Deserializes all active ReplayVariable from the state.
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ReplayFindVariables |
Attempts to find any variables marked with the ReplayVarAttribute so that they can be serialized later.
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ReplayInterpolateVariables |
Allows all active ReplayVariable to be interpolated betwen replay frames.
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ReplayRecordEvent(Byte, ReplayState) |
Push an event to the replay system for recording.
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ReplayRecordEvent(ReplayEvents, ReplayState) |
Push an event to the replay system for recording.
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ReplaySerializeEvents |
Serializes all awaiting ReplayEvent to the state.
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ReplaySerializeVariables |
Serializes all active ReplayVariable to the state.
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Reset |
Called by Unity while in editor mode.
Allows the unique id to be generated when the script is attached to an object.
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Properties
Name | Description | |
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Identity |
Get the ReplayIdentity associated with this ReplayBehaviour.
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IsRecording |
Returns true if the active replay manager is currently recording the scene.
Note: If recording is paused this value will still be true.
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IsReplaying |
Returns true if the active replay manager is currently replaying a previous recording.
Note: If playback is paused this value will still be true.
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PlaybackDirection |
Gets the current PlaybackDirection of replay playback.
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See Also