forked from BilalY/Rasagar
36 lines
1.7 KiB
C#
36 lines
1.7 KiB
C#
using System.Collections.Generic;
|
|
using UnityEngine.Timeline;
|
|
|
|
namespace UnityEditor.Timeline.Actions
|
|
{
|
|
/// <summary>
|
|
/// Base class for a marker action.
|
|
/// Inherit from this class to make an action that would react on selected markers after a menu click and/or a key shortcut.
|
|
/// </summary>
|
|
/// <example>
|
|
/// Simple track Action example (with context menu and shortcut support).
|
|
/// <code source="../../DocCodeExamples/ActionExamples.cs" region="declare-sampleMarkerAction" title="SampleMarkerAction"/>
|
|
/// </example>
|
|
/// <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"/>
|
|
/// </remarks>
|
|
[ActiveInMode(TimelineModes.Default)]
|
|
public abstract class MarkerAction : IAction
|
|
{
|
|
/// <summary>
|
|
/// Execute the action.
|
|
/// </summary>
|
|
/// <param name="markers">Markers that will be used for the action. </param>
|
|
/// <returns>true if the action has been executed. false otherwise</returns>
|
|
public abstract bool Execute(IEnumerable<IMarker> markers);
|
|
/// <summary>
|
|
/// Defines the validity of an Action for a given set of markers.
|
|
/// </summary>
|
|
/// <param name="markers">Markers that will be used for the action. </param>
|
|
/// <returns>The validity of the set of markers.</returns>
|
|
public abstract ActionValidity Validate(IEnumerable<IMarker> markers);
|
|
}
|
|
}
|