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64 lines
1.8 KiB
C#
64 lines
1.8 KiB
C#
1 year ago
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Playables;
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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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/// Action context to be used by actions.
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/// </summary>
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/// <seealso cref="Invoker"/>
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/// <seealso cref="TimelineAction"/>
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public struct ActionContext
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{
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IEnumerable<TrackAsset> m_Tracks;
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IEnumerable<TimelineClip> m_Clips;
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IEnumerable<IMarker> m_Markers;
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/// <summary>
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/// The Timeline asset that is currently opened in the Timeline window.
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/// </summary>
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public TimelineAsset timeline;
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/// <summary>
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/// The PlayableDirector that is used to play the current Timeline asset.
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/// </summary>
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public PlayableDirector director;
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/// <summary>
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/// Time based on the position of the cursor on the timeline (in seconds).
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/// null if the time is not available (in case of a shortcut for example).
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/// </summary>
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public double? invocationTime;
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/// <summary>
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/// Tracks that will be used by the actions.
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/// </summary>
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public IEnumerable<TrackAsset> tracks
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{
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get => m_Tracks ?? Enumerable.Empty<TrackAsset>();
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set => m_Tracks = value;
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}
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/// <summary>
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/// Clips that will be used by the actions.
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/// </summary>
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public IEnumerable<TimelineClip> clips
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{
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get => m_Clips ?? Enumerable.Empty<TimelineClip>();
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set => m_Clips = value;
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}
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/// <summary>
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/// Markers that will be used by the actions.
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/// </summary>
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public IEnumerable<IMarker> markers
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{
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get => m_Markers ?? Enumerable.Empty<IMarker>();
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set => m_Markers = value;
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}
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}
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}
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