Chronos is designed integrate into any project with as few changes as possible. Unfortunately, there are some cases where you will have to make minimal changes to your scripts. For your convenience, these are all catalogued in the following tables.

In the following tables, remember that Timeline is a component, not a static class. It is only referred to as such for brevity. You must replace it with myGameObject.GetComponent<Timeline>() in your actual scripts.


Time

Instead of ... Use...
Time.deltaTime Timeline.deltaTime
Time.fixedDeltaTime Timeline.fixedDeltaTime
Time.timeScale Timekeeper.Clock("Root").localTimeScale
new WaitForSeconds() Timeline.WaitForSeconds()

Animation

Instead of ... Use...
Animator.speed Timeline.animator.speed
AnimationState.speed Timeline.animation.speed

Particles

Instead of ... Use...
ParticleSystem.playbackSpeed Timeline.particleSystem.playbackSpeed
ParticleSystem.time Timeline.particleSystem.time
ParticleSystem.isPlaying
ParticleSystem.isPaused
ParticleSystem.isStopped
Timeline.particleSystem.isPlaying
Timeline.particleSystem.isPaused
Timeline.particleSystem.isStopped
ParticleSystem.Play()
ParticleSystem.Pause()
ParticleSystem.Stop()
Timeline.particleSystem.Play()
Timeline.particleSystem.Pause()
Timeline.particleSystem.Stop()
ParticleSystem.IsAlive() Timeline.particleSystem.IsAlive()

Audio

Instead of ... Use...
AudioSource.pitch Timeline.audioSource.pitch

Navigation

Instead of ... Use...
NavMeshAgent.speed Timeline.navMeshAgent.speed
NavMeshAgent.angularSpeed Timeline.navMeshAgent.angularSpeed

Physics

Unless specified, all members below have a Timeline.rigidbody2D equivalent for 2D.

Instead of ... Use...
Rigidbody.mass Timeline.rigidbody.mass
Rigidbody.velocity Timeline.rigidbody.velocity
Rigidbody.angularVelocity Timeline.rigidbody.angularVelocity
Rigidbody.drag Timeline.rigidbody.drag
Rigidbody.angularDrag Timeline.rigidbody.angularDrag
Rigidbody.isKinematic
Rigidbody2D.bodyType
Timeline.rigidbody.isKinematic
Timeline.rigidbody2D.bodyType
Rigidbody.useGravity
Rigidbody2D.gravityScale
Timeline.rigidbody.useGravity
Timeline.rigidbody2D.gravityScale
Rigidbody.AddForce()
Rigidbody.AddRelativeForce()
Rigidbody.AddForceAtPosition()
Rigidbody.AddExplosionForce()
Rigidbody.AddTorque()
Rigidbody.AddRelativeTorque()
Timeline.rigidbody.AddForce()
Timeline.rigidbody.AddRelativeForce()
Timeline.rigidbody.AddForceAtPosition()
Timeline.rigidbody.AddExplosionForce()
Timeline.rigidbody.AddTorque()
Timeline.rigidbody.AddRelativeTorque()

Wind Zones

Instead of ... Use...
WindZone.windMain Timeline.windZone.windMain
WindZone.windTurbulence Timeline.windZone.windTurbulence
WindZone.windPulseMagnitude Timeline.windZone.windPulseMagnitude
WindZone.windPulseFrequency Timeline.windZone.windPulseFrequency

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