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- using System.Collections.Generic;
- using UnityEngine.Timeline;
-
- namespace UnityEditor.Timeline.Actions
- {
- /// <summary>
- /// Base class for a clip action.
- /// Inherit from this class to make an action that would react on selected clips after a menu click and/or a key shortcut.
- /// </summary>
- /// <example>
- /// Simple Clip Action example (with context menu and shortcut support).
- /// <code source="../../DocCodeExamples/ActionExamples.cs" region="declare-sampleClipAction" title="SampleClipAction"/>
- /// </example>
- /// <remarks>
- /// To add an action as a menu item in the Timeline context menu, add <see cref="MenuEntryAttribute"/> on the action class.
- /// To make an action to react to a shortcut, use the Shortcut Manager API with <see cref="TimelineShortcutAttribute"/>.
- /// <seealso cref="UnityEditor.ShortcutManagement.ShortcutAttribute"/>
- /// </remarks>
- [ActiveInMode(TimelineModes.Default)]
- public abstract class ClipAction : IAction
- {
- /// <summary>
- /// Execute the action based on clips.
- /// </summary>
- /// <param name="clips">clips that the action will act on.</param>
- /// <returns>Returns true if the action has been correctly executed, false otherwise.</returns>
- public abstract bool Execute(IEnumerable<TimelineClip> clips);
-
- /// <summary>
- /// Defines the validity of an Action for a given set of clips.
- /// </summary>
- /// <param name="clips">The clips that the action will act on.</param>
- /// <returns>The validity of the set of clips.</returns>
- public abstract ActionValidity Validate(IEnumerable<TimelineClip> clips);
- }
- }
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