forked from BilalY/Rasagar
103 lines
4.6 KiB
C#
103 lines
4.6 KiB
C#
using System.Collections.Generic;
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namespace UnityEngine.Timeline
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{
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/// <summary>
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/// Interface used to inform the Timeline Editor about potential property modifications that may occur while previewing.
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/// </summary>
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public interface IPropertyCollector
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{
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/// <summary>
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/// Sets the active game object for subsequent property modifications.
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/// </summary>
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/// <param name="gameObject">The GameObject to push.</param>
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void PushActiveGameObject(GameObject gameObject);
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/// <summary>
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/// Removes the active GameObject from the modification stack, restoring the previous value.
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/// </summary>
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void PopActiveGameObject();
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/// <summary>
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/// Add properties modified by an animation clip.
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/// </summary>
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/// <param name="clip">The animation clip that contains the properties</param>
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void AddFromClip(AnimationClip clip);
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/// <summary>
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/// Add property modifications specified by a list of animation clips.
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/// </summary>
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/// <param name="clips">The list of animation clips used to determine which property modifications to apply.</param>
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void AddFromClips(IEnumerable<AnimationClip> clips);
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/// <summary>
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/// Add property modifications using the serialized property name.
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/// </summary>
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/// <param name="name">The name of the serialized property</param>
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/// <typeparam name="T">The type of the component the property exists on</typeparam>
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/// <remarks>
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/// This method uses the most recent gameObject from PushActiveGameObject
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/// </remarks>
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void AddFromName<T>(string name) where T : Component;
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/// <summary>
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/// Add property modifications using the serialized property name.
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/// </summary>
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/// <param name="name">The name of the serialized property</param>
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/// <remarks>
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/// This method uses the most recent gameObject from PushActiveGameObject
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/// </remarks>
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void AddFromName(string name);
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/// <summary>
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/// Add property modifications modified by an animation clip.
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/// </summary>
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/// <param name="obj">The GameObject where the properties exist</param>
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/// <param name="clip">The animation clip that contains the properties</param>
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void AddFromClip(GameObject obj, AnimationClip clip);
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/// <summary>
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/// Add property modifications specified by a list of animation clips.
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/// </summary>
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/// <param name="obj">The gameObject that will be animated</param>
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/// <param name="clips">The list of animation clips used to determine which property modifications to apply.</param>
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void AddFromClips(GameObject obj, IEnumerable<AnimationClip> clips);
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/// <summary>
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/// Add property modifications using the serialized property name.
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/// </summary>
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/// <param name="name">The name of the serialized property</param>
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/// <param name="obj">The gameObject where the properties exist</param>
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/// <typeparam name="T">The type of the component the property exists on</typeparam>>
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void AddFromName<T>(GameObject obj, string name) where T : Component;
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/// <summary>
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/// Add property modifications using the serialized property name.
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/// </summary>
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/// <param name="obj">The gameObject where the properties exist</param>
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/// <param name="name">The name of the serialized property</param>
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void AddFromName(GameObject obj, string name);
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/// <summary>
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/// Add property modifications using the serialized property name.
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/// </summary>
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/// <param name="name">The name of the serialized property</param>
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/// <param name="component">The component where the properties exist</param>
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void AddFromName(Component component, string name);
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/// <summary>
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/// Set all serializable properties on a component to be under preview control.
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/// </summary>
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/// <param name="obj">The gameObject where the properties exist</param>
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/// <param name="component">The component to set in preview mode</param>
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void AddFromComponent(GameObject obj, Component component);
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/// <summary>
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/// Add property modifications modified by an animation clip.
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/// </summary>
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/// <param name="obj">The Object where the properties exist</param>
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/// <param name="clip">The animation clip that contains the properties</param>
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void AddObjectProperties(Object obj, AnimationClip clip);
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}
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}
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