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