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