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102 lines
4.6 KiB
102 lines
4.6 KiB
using System.Collections.Generic; |
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namespace UnityEngine.Timeline |
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{ |
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/// <summary> |
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/// Interface used to inform the Timeline Editor about potential property modifications that may occur while previewing. |
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/// </summary> |
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public interface IPropertyCollector |
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{ |
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/// <summary> |
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/// Sets the active game object for subsequent property modifications. |
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/// </summary> |
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/// <param name="gameObject">The GameObject to push.</param> |
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void PushActiveGameObject(GameObject gameObject); |
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/// <summary> |
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/// Removes the active GameObject from the modification stack, restoring the previous value. |
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/// </summary> |
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void PopActiveGameObject(); |
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/// <summary> |
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/// Add properties modified by an animation clip. |
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/// </summary> |
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/// <param name="clip">The animation clip that contains the properties</param> |
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void AddFromClip(AnimationClip clip); |
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/// <summary> |
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/// Add property modifications specified by a list of animation clips. |
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/// </summary> |
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/// <param name="clips">The list of animation clips used to determine which property modifications to apply.</param> |
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void AddFromClips(IEnumerable<AnimationClip> clips); |
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/// <summary> |
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/// Add property modifications using the serialized property name. |
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/// </summary> |
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/// <param name="name">The name of the serialized property</param> |
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/// <typeparam name="T">The type of the component the property exists on</typeparam> |
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/// <remarks> |
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/// This method uses the most recent gameObject from PushActiveGameObject |
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/// </remarks> |
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void AddFromName<T>(string name) where T : Component; |
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/// <summary> |
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/// Add property modifications using the serialized property name. |
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/// </summary> |
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/// <param name="name">The name of the serialized property</param> |
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/// <remarks> |
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/// This method uses the most recent gameObject from PushActiveGameObject |
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/// </remarks> |
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void AddFromName(string name); |
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/// <summary> |
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/// Add property modifications modified by an animation clip. |
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/// </summary> |
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/// <param name="obj">The GameObject where the properties exist</param> |
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/// <param name="clip">The animation clip that contains the properties</param> |
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void AddFromClip(GameObject obj, AnimationClip clip); |
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/// <summary> |
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/// Add property modifications specified by a list of animation clips. |
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/// </summary> |
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/// <param name="obj">The gameObject that will be animated</param> |
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/// <param name="clips">The list of animation clips used to determine which property modifications to apply.</param> |
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void AddFromClips(GameObject obj, IEnumerable<AnimationClip> clips); |
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/// <summary> |
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/// Add property modifications using the serialized property name. |
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/// </summary> |
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/// <param name="name">The name of the serialized property</param> |
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/// <param name="obj">The gameObject where the properties exist</param> |
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/// <typeparam name="T">The type of the component the property exists on</typeparam>> |
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void AddFromName<T>(GameObject obj, string name) where T : Component; |
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/// <summary> |
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/// Add property modifications using the serialized property name. |
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/// </summary> |
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/// <param name="obj">The gameObject where the properties exist</param> |
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/// <param name="name">The name of the serialized property</param> |
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void AddFromName(GameObject obj, string name); |
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/// <summary> |
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/// Add property modifications using the serialized property name. |
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/// </summary> |
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/// <param name="name">The name of the serialized property</param> |
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/// <param name="component">The component where the properties exist</param> |
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void AddFromName(Component component, string name); |
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/// <summary> |
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/// Set all serializable properties on a component to be under preview control. |
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/// </summary> |
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/// <param name="obj">The gameObject where the properties exist</param> |
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/// <param name="component">The component to set in preview mode</param> |
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void AddFromComponent(GameObject obj, Component component); |
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/// <summary> |
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/// Add property modifications modified by an animation clip. |
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/// </summary> |
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/// <param name="obj">The Object where the properties exist</param> |
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/// <param name="clip">The animation clip that contains the properties</param> |
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void AddObjectProperties(Object obj, AnimationClip clip); |
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} |
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}
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