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- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine;
- using UnityEngine.Playables;
- using UnityEngine.Timeline;
-
- namespace UnityEditor.Timeline.Actions
- {
- /// <summary>
- /// Action context to be used by actions.
- /// </summary>
- /// <seealso cref="Invoker"/>
- /// <seealso cref="TimelineAction"/>
- public struct ActionContext
- {
- IEnumerable<TrackAsset> m_Tracks;
- IEnumerable<TimelineClip> m_Clips;
- IEnumerable<IMarker> m_Markers;
-
- /// <summary>
- /// The Timeline asset that is currently opened in the Timeline window.
- /// </summary>
- public TimelineAsset timeline;
-
- /// <summary>
- /// The PlayableDirector that is used to play the current Timeline asset.
- /// </summary>
- public PlayableDirector director;
-
- /// <summary>
- /// Time based on the position of the cursor on the timeline (in seconds).
- /// null if the time is not available (in case of a shortcut for example).
- /// </summary>
- public double? invocationTime;
-
- /// <summary>
- /// Tracks that will be used by the actions.
- /// </summary>
- public IEnumerable<TrackAsset> tracks
- {
- get => m_Tracks ?? Enumerable.Empty<TrackAsset>();
- set => m_Tracks = value;
- }
-
- /// <summary>
- /// Clips that will be used by the actions.
- /// </summary>
- public IEnumerable<TimelineClip> clips
- {
- get => m_Clips ?? Enumerable.Empty<TimelineClip>();
- set => m_Clips = value;
- }
-
- /// <summary>
- /// Markers that will be used by the actions.
- /// </summary>
- public IEnumerable<IMarker> markers
- {
- get => m_Markers ?? Enumerable.Empty<IMarker>();
- set => m_Markers = value;
- }
- }
- }
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