TextStudioExternalEffectDriver
public sealed class TextStudioExternalEffectDriver : MonoBehaviour, ITextStudioExternalEffectSourceExposes one effect definition as externally driven progress and intensity. The component owns no clock or lifecycle, so Animator, Timeline, tweens, gameplay code, and editor scrubbing can drive the same renderer-neutral effect contract.
Methods
Section titled “Methods”
Submit(in TextStudioExternalEffectSubmissionContext)
Section titled “Submit(in TextStudioExternalEffectSubmissionContext)”public void Submit(in TextStudioExternalEffectSubmissionContext context)Submits the driver’s current effect state during an external effect collection pass.
Parameters
| Name | Type |
|---|---|
context |
TextStudio.TextStudioExternalEffectSubmissionContext |
Constructors
Section titled “Constructors”
TextStudioExternalEffectDriver()
Section titled “TextStudioExternalEffectDriver()”public TextStudioExternalEffectDriver()Properties
Section titled “Properties”
Effect
Section titled “Effect”public TextStudioEffectDefinitionAsset Effect { get; set; }Returns
TextStudio.TextStudioEffectDefinitionAsset
Progress
Section titled “Progress”public float Progress { get; set; }Returns
System.Single
Intensity
Section titled “Intensity”public float Intensity { get; set; }Returns
System.Single
RangeMode
Section titled “RangeMode”public TextStudioExternalEffectRangeMode RangeMode { get; set; }Returns
TextStudio.TextStudioExternalEffectRangeMode
StartGlyph
Section titled “StartGlyph”public int StartGlyph { get; set; }Returns
System.Int32
EndGlyph
Section titled “EndGlyph”public int EndGlyph { get; set; }Returns
System.Int32
IsActive
Section titled “IsActive”public bool IsActive { get; }Whether the source currently has a contribution to submit.
Returns
System.Boolean