| namespace UnityEditor.Timeline.Actions | |
| { | |
| /// <summary> | |
| /// Base class for a timeline action. | |
| /// Inherit from this class to make an action on a timeline after a menu click and/or a key shortcut. | |
| /// </summary> | |
| /// <remarks> | |
| /// To add an action as a menu item in the Timeline context menu, add <see cref="MenuEntryAttribute"/> on the action class. | |
| /// To make an action to react to a shortcut, use the Shortcut Manager API with <see cref="TimelineShortcutAttribute"/>. | |
| /// <seealso cref="UnityEditor.ShortcutManagement.ShortcutAttribute"/> | |
| /// <seealso cref="ActiveInModeAttribute"/> | |
| /// </remarks> | |
| /// <example> | |
| /// Simple Timeline Action example (with context menu and shortcut support). | |
| /// <code source="../../DocCodeExamples/ActionExamples.cs" region="declare-sampleTimelineAction" title="SampleTimelineAction"/> | |
| /// </example> | |
| [] | |
| public abstract class TimelineAction : IAction | |
| { | |
| /// <summary> | |
| /// Execute the action. | |
| /// </summary> | |
| /// <param name="context">Context for the action.</param> | |
| /// <returns>true if the action has been executed. false otherwise</returns> | |
| public abstract bool Execute(ActionContext context); | |
| /// <summary> | |
| /// Defines the validity of an Action based on the context. | |
| /// </summary> | |
| /// <param name="context">Context for the action.</param> | |
| /// <returns>Visual state of the menu for the action.</returns> | |
| public abstract ActionValidity Validate(ActionContext context); | |
| } | |
| } | |