forked from BilalY/Rasagar
37 lines
1.7 KiB
C#
37 lines
1.7 KiB
C#
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using System.Collections.Generic;
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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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/// Base class for a clip action.
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/// Inherit from this class to make an action that would react on selected clips after a menu click and/or a key shortcut.
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/// </summary>
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/// <example>
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/// Simple Clip Action example (with context menu and shortcut support).
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/// <code source="../../DocCodeExamples/ActionExamples.cs" region="declare-sampleClipAction" title="SampleClipAction"/>
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/// </example>
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/// <remarks>
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/// To add an action as a menu item in the Timeline context menu, add <see cref="MenuEntryAttribute"/> on the action class.
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/// To make an action to react to a shortcut, use the Shortcut Manager API with <see cref="TimelineShortcutAttribute"/>.
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/// <seealso cref="UnityEditor.ShortcutManagement.ShortcutAttribute"/>
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/// </remarks>
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[ActiveInMode(TimelineModes.Default)]
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public abstract class ClipAction : IAction
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{
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/// <summary>
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/// Execute the action based on clips.
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/// </summary>
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/// <param name="clips">clips that the action will act on.</param>
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/// <returns>Returns true if the action has been correctly executed, false otherwise.</returns>
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public abstract bool Execute(IEnumerable<TimelineClip> clips);
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/// <summary>
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/// Defines the validity of an Action for a given set of clips.
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/// </summary>
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/// <param name="clips">The clips that the action will act on.</param>
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/// <returns>The validity of the set of clips.</returns>
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public abstract ActionValidity Validate(IEnumerable<TimelineClip> clips);
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}
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}
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