Singularity/Library/PackageCache/com.unity.timeline@1.6.4/Editor/Window/TimelineEditorWindow.cs

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2024-05-06 14:45:45 -04:00
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace UnityEditor.Timeline
{
/// <summary>
/// Base class of the TimelineWindow.
/// </summary>
public abstract class TimelineEditorWindow : EditorWindow
{
/// <summary>
/// Interface used to navigate between Timelines and SubTimelines. (RO)
/// </summary>
public abstract TimelineNavigator navigator { get; }
/// <summary>
/// Allows retrieving and and setting the Timeline Window lock state. When the lock is off, the window focus follows the Unity selection.
/// </summary>
/// <remarks>When lock transitions from true to false, the focused timeline will be synchronized with the Unity selection.</remarks>>
public abstract bool locked { get; set; }
/// <summary>
/// Allows setting which TimelineAsset is shown in the TimelineWindow.
/// </summary>
/// <param name="sequence">The asset to show.</param>
/// <remarks>Calling this method will put the window in asset edit mode and certain features might be missing (eg: timeline cannot be evaluated, bindings will not be available, etc).
/// Ignores window lock mode. Calling with null, will clear the displayed timeline.</remarks>
public abstract void SetTimeline(TimelineAsset sequence);
/// <summary>
/// Allows setting which TimelineAsset is shown in the TimelineWindow and which PlayableDirector is used to evaluate it.
/// </summary>
/// <param name="director">The PlayableDirector who's timeline should be shown.</param>
/// <remarks>Ignores window lock mode. Calling with null, will clear the displayed timeline.</remarks>
public abstract void SetTimeline(PlayableDirector director);
/// <summary>
/// Allows clearing the TimelineAsset that is shown in the TimelineWindow.
/// </summary>
/// <remarks>Ignores window lock mode.</remarks>>
public abstract void ClearTimeline();
}
}