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- namespace UnityEditor.Timeline.Actions
- {
- /// <summary>
- /// Base class for a timeline action.
- /// Inherit from this class to make an action on a timeline after a menu click and/or a key shortcut.
- /// </summary>
- /// <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"/>
- /// <seealso cref="ActiveInModeAttribute"/>
- /// </remarks>
- /// <example>
- /// Simple Timeline Action example (with context menu and shortcut support).
- /// <code source="../../DocCodeExamples/ActionExamples.cs" region="declare-sampleTimelineAction" title="SampleTimelineAction"/>
- /// </example>
- [ActiveInMode(TimelineModes.Default)]
- public abstract class TimelineAction : IAction
- {
- /// <summary>
- /// Execute the action.
- /// </summary>
- /// <param name="context">Context for the action.</param>
- /// <returns>true if the action has been executed. false otherwise</returns>
- public abstract bool Execute(ActionContext context);
-
- /// <summary>
- /// Defines the validity of an Action based on the context.
- /// </summary>
- /// <param name="context">Context for the action.</param>
- /// <returns>Visual state of the menu for the action.</returns>
- public abstract ActionValidity Validate(ActionContext context);
- }
- }
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