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Class VideoPlayer

VideoPlayer is a component for playing videos, you can use it for showing videos in your game. Because different platforms have different authorization, API and control methods for VideoPlayer component. And have not yet formed a unified standard, only Web, iOS, and Android platforms are currently supported.

Hierarchy

Index

Constructors

constructor

Properties

Private __prefab

__prefab: CompPrefabInfo | null = null

Protected _cachedCurrentTime

_cachedCurrentTime: number = 0

Protected _clip

_clip: VideoClip | null = null

Private _enabled

_enabled: boolean = true

Protected _fullScreenOnAwake

_fullScreenOnAwake: boolean = false

Private _id

_id: string = idGenerator.getNewId()

For internal usage.

Protected _impl

_impl: any

Protected _keepAspectRatio

_keepAspectRatio: boolean = true

Protected _loop

_loop: boolean = false

Protected _mute

_mute: boolean = false

Protected _name

_name: string

_objFlags

_objFlags: number

Protected _playOnAwake

_playOnAwake: boolean = true

Protected _playbackRate

_playbackRate: number = 1

Protected _remoteURL

_remoteURL: string = ""

Protected _resourceType

_resourceType: number = ResourceType.LOCAL

Private sceneGetter

sceneGetter: null | (() => RenderScene) = null

Protected _stayOnBottom

_stayOnBottom: boolean = false

Protected _volume

_volume: number = 1

node

node: Node = NullNode

The node this component is attached to. A component is always attached to a node.

example
import { log } from 'cc';
log(comp.node);

videoPlayerEvent

videoPlayerEvent: ComponentEventHandler[] = []

The video player's callback, it will be triggered when certain event occurs, like: playing, paused, stopped and completed.

Static EventType

EventType: EventType = EventType

Static ResourceType

ResourceType: { LOCAL: number; REMOTE: number } = ResourceType

Type declaration

  • LOCAL: number
    en

    The local resource type.

    zh

    本地视频

  • REMOTE: number
    en

    The remote resource type.

    zh

    远程视频

Static system

system: null = null

Accessors

scriptAsset

  • get scriptAsset(): null

isOnLoadCalled

  • get isOnLoadCalled(): number

clip

currentTime

  • get currentTime(): number
  • set currentTime(val: number): void
  • The current playback time of the now playing item in seconds, you could also change the start playback time.

    Returns number

  • The current playback time of the now playing item in seconds, you could also change the start playback time.

    Parameters

    • val: number

    Returns void

duration

  • get duration(): any

enabled

  • get enabled(): boolean
  • set enabled(value: boolean): void

enabledInHierarchy

  • get enabledInHierarchy(): boolean

fullScreenOnAwake

  • get fullScreenOnAwake(): boolean
  • set fullScreenOnAwake(value: boolean): void

isPlaying

  • get isPlaying(): boolean

isValid

  • get isValid(): boolean
  • Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
    When an object's destroy is called, it is actually destroyed after the end of this frame. So isValid will return false from the next frame, while isValid in the current frame will still be true. If you want to determine whether the current frame has called destroy, use isValid(obj, true), but this is often caused by a particular logical requirements, which is not normally required.

    default

    true

    readonly
    example
    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid);    // true
    node.destroy();
    log(node.isValid);    // true, still valid in this frame
    // after a frame...
    log(node.isValid);    // false, destroyed in the end of last frame

    Returns boolean

keepAspectRatio

  • get keepAspectRatio(): boolean
  • set keepAspectRatio(value: boolean): void

loop

  • get loop(): boolean
  • set loop(value: boolean): void

mute

  • get mute(): boolean
  • set mute(value: boolean): void
  • Mutes the VideoPlayer. Mute sets the volume=0, Un-Mute restore the original volume.

    Returns boolean

  • Mutes the VideoPlayer. Mute sets the volume=0, Un-Mute restore the original volume.

    Parameters

    • value: boolean

    Returns void

name

  • get name(): string
  • set name(value: string): void

nativeVideo

  • get nativeVideo(): any

playOnAwake

  • get playOnAwake(): boolean
  • set playOnAwake(value: boolean): void

playbackRate

  • get playbackRate(): number
  • set playbackRate(value: number): void

remoteURL

  • get remoteURL(): string
  • set remoteURL(val: string): void

resourceType

  • get resourceType(): number
  • set resourceType(val: number): void
  • The resource type of video player, REMOTE for remote url and LOCAL for local file path.

    Returns number

  • The resource type of video player, REMOTE for remote url and LOCAL for local file path.

    Parameters

    • val: number

    Returns void

state

  • get state(): any

stayOnBottom

  • get stayOnBottom(): boolean
  • set stayOnBottom(value: boolean): void
  • Always below the game view (only useful on Web. Note: The specific effects are not guaranteed to be consistent, depending on whether each browser supports or restricts).

    Returns boolean

  • Always below the game view (only useful on Web. Note: The specific effects are not guaranteed to be consistent, depending on whether each browser supports or restricts).

    Parameters

    • value: boolean

    Returns void

uuid

  • get uuid(): string

volume

  • get volume(): number
  • set volume(value: number): void

Methods

preload

  • __preload(): void

destroyImmediate

  • _destroyImmediate(): void

destruct

  • _destruct(): void
  • Clear all references in the instance.

    NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject. You can override the _destruct method if you need, for example: _destruct: function () { for (var key in this) { if (this.hasOwnProperty(key)) { switch (typeof this[key]) { case 'string': this[key] = ''; break; case 'object': case 'function': this[key] = null; break; } } }

    Returns void

Optional Private getLocalBounds

  • getLocalBounds(out_rect: Rect): void
  • If the component's bounding box is different from the node's, you can implement this method to supply a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.

    Parameters

    • out_rect: Rect

      The rect to store the result bounding rect

    Returns void

Private getRenderScene

  • _getRenderScene(): RenderScene

instantiate

  • instantiate(cloned: any): any

onPreDestroy

  • _onPreDestroy(): void

addComponent

  • addComponent<T>(classConstructor: Constructor<T>): T | null
  • addComponent(className: string): Component | null
  • Adds a component class to the node. You can also add component to node by passing in the name of the script.

    example
    const test = node.addComponent("Test");

    Type parameters

    Parameters

    • classConstructor: Constructor<T>

      The class of component to be retrieved or to be created

    Returns T | null

  • Adds a component class to the node. You can also add component to node by passing in the name of the script.

    example
    const test = node.addComponent("Test");

    Parameters

    • className: string

      A string for the class name of the component

    Returns Component | null

destroy

  • destroy(): boolean

getComponent

  • getComponent<T>(classConstructor: Constructor<T>): T | null
  • getComponent(className: string): Component | null
  • Returns the component of supplied type if the node has one attached, null if it doesn't.
    You can also get component in the node by passing in the name of the script.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Type parameters

    Parameters

    • classConstructor: Constructor<T>

      The class of component to be retrieved or to be created

    Returns T | null

  • Returns the component of supplied type if the node has one attached, null if it doesn't.
    You can also get component in the node by passing in the name of the script.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Parameters

    • className: string

      A string for the class name of the component

    Returns Component | null

getComponentInChildren

  • getComponentInChildren<T>(classConstructor: Constructor<T>): T | null
  • getComponentInChildren(className: string): Component | null

getComponents

  • getComponents<T>(classConstructor: Constructor<T>): T[]
  • getComponents(className: string): Component[]

getComponentsInChildren

  • getComponentsInChildren<T>(classConstructor: Constructor<T>): T[]
  • getComponentsInChildren(className: string): Component[]

Protected Optional lateUpdate

  • lateUpdate(dt: number): void
  • LateUpdate is called every frame, if the Component is enabled.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Parameters

    • dt: number

      the delta time in seconds it took to complete the last frame

    Returns void

onCompleted

  • onCompleted(): void

onDestroy

  • onDestroy(): void

onDisable

  • onDisable(): void

onEnable

  • onEnable(): void

onError

  • onError(): void

Optional onFocusInEditor

  • onFocusInEditor(): void

Protected Optional onLoad

  • onLoad(): void
  • When attaching to an active node or its node first activated.
    onLoad is always called before any start functions, this allows you to order initialization of scripts.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Returns void

Optional onLostFocusInEditor

  • onLostFocusInEditor(): void

onMetaLoaded

  • onMetaLoaded(): void

onPasued

  • onPasued(): void

onPlaying

  • onPlaying(): void

onReadyToPlay

  • onReadyToPlay(): void

Protected Optional onRestore

  • onRestore(): void
  • onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs an undo operation on this component.

    If the component contains the "internal state", short for "temporary member variables which not included
    in its CCClass properties", then you may need to implement this function.

    The editor will call the getset accessors of your component to record/restore the component's state
    for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
    this function to manually synchronize your component's "internal states" with its public properties.
    Once you implement this function, all the getset accessors of your component will not be called when
    the user performs an undo/redo operation. Which means that only the properties with default value
    will be recorded or restored by editor.

    Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
    to support the reset menu, you should manually synchronize your component's "internal states" with its
    properties in this function. Once you implement this function, all the getset accessors of your component
    will not be called during reset operation. Which means that only the properties with default value
    will be reset by editor.

    This function is only called in editor mode.

    Returns void

onStopped

  • onStopped(): void

pause

  • pause(): void

play

  • play(): void

Optional resetInEditor

  • resetInEditor(): void

resume

  • resume(): void

schedule

  • schedule(callback: any, interval?: number, repeat?: number, delay?: number): void
  • Schedules a custom task.
    If the task is already scheduled, then the interval parameter will be updated without scheduling it again.

    example
    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1);

    Parameters

    • callback: any

      The callback function of the task

    • Default value interval: number = 0

      The time interval between each invocation

    • Default value repeat: number = legacyCC.macro.REPEAT_FOREVER

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

    • Default value delay: number = 0

      The delay time for the first invocation, Unit: s

    Returns void

scheduleOnce

  • scheduleOnce(callback: any, delay?: number): void
  • Schedules a task that runs only once, with a delay of 0 or larger.

    method

    scheduleOnce

    see

    schedule

    example
    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2);

    Parameters

    • callback: any

      The callback function of the task

    • Default value delay: number = 0

      The delay time for the first invocation, Unit: s

    Returns void

Protected Optional start

  • start(): void
  • Called before all scripts' update if the Component is enabled the first time.
    Usually used to initialize some logic which need to be called after all components' onload methods called.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Returns void

stop

  • stop(): void

Protected syncSource

  • syncSource(): void

unschedule

  • unschedule(callback_fn: any): void

unscheduleAllCallbacks

  • unscheduleAllCallbacks(): void

update

  • update(dt: number): void

Static deferredDestroy

  • _deferredDestroy(): void

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