#if UNITY_EDITOR using System.ComponentModel; #endif using UnityEngine.Playables; namespace UnityEngine.Timeline { /// <summary> /// Playable Asset class for Activation Tracks /// </summary> #if UNITY_EDITOR [DisplayName("Activation Clip")] #endif class ActivationPlayableAsset : PlayableAsset, ITimelineClipAsset { /// <summary> /// Returns a description of the features supported by activation clips /// </summary> public ClipCaps clipCaps { get { return ClipCaps.None; } } /// <summary> /// Overrides PlayableAsset.CreatePlayable() to inject needed Playables for an activation asset /// </summary> public override Playable CreatePlayable(PlayableGraph graph, GameObject go) { return Playable.Create(graph); } } }