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