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- using System.Collections.Generic;
- using UnityEngine.Timeline;
-
- namespace UnityEditor.Timeline.Actions
- {
- /// <summary>
- /// Base class for a marker action.
- /// Inherit from this class to make an action that would react on selected markers after a menu click and/or a key shortcut.
- /// </summary>
- /// <example>
- /// Simple track Action example (with context menu and shortcut support).
- /// <code source="../../DocCodeExamples/ActionExamples.cs" region="declare-sampleMarkerAction" title="SampleMarkerAction"/>
- /// </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 MarkerAction : IAction
- {
- /// <summary>
- /// Execute the action.
- /// </summary>
- /// <param name="markers">Markers that will be used for the action. </param>
- /// <returns>true if the action has been executed. false otherwise</returns>
- public abstract bool Execute(IEnumerable<IMarker> markers);
- /// <summary>
- /// Defines the validity of an Action for a given set of markers.
- /// </summary>
- /// <param name="markers">Markers that will be used for the action. </param>
- /// <returns>The validity of the set of markers.</returns>
- public abstract ActionValidity Validate(IEnumerable<IMarker> markers);
- }
- }
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