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