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