using UnityEngine.Playables; using UnityEngine.Timeline; namespace UnityEditor.Timeline { /// /// Base class of the TimelineWindow. /// public abstract class TimelineEditorWindow : EditorWindow { /// /// Interface used to navigate between Timelines and SubTimelines. (RO) /// public abstract TimelineNavigator navigator { get; } /// /// Allows retrieving and and setting the Timeline Window lock state. When the lock is off, the window focus follows the Unity selection. /// /// When lock transitions from true to false, the focused timeline will be synchronized with the Unity selection.> public abstract bool locked { get; set; } /// /// Allows setting which TimelineAsset is shown in the TimelineWindow. /// /// The asset to show. /// 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. public abstract void SetTimeline(TimelineAsset sequence); /// /// Allows setting which TimelineAsset is shown in the TimelineWindow and which PlayableDirector is used to evaluate it. /// /// The PlayableDirector who's timeline should be shown. /// Ignores window lock mode. Calling with null, will clear the displayed timeline. public abstract void SetTimeline(PlayableDirector director); /// /// Allows clearing the TimelineAsset that is shown in the TimelineWindow. /// /// Ignores window lock mode.> public abstract void ClearTimeline(); } }