PO/Library/PackageCache/com.unity.timeline@1.4.8/Editor/Actions/TrackAction.cs

37 lines
1.6 KiB
C#

using System.Collections.Generic;
using UnityEngine.Timeline;
namespace UnityEditor.Timeline.Actions
{
/// <summary>
/// Base class for a track action.
/// Inherit from this class to make an action that would react on selected tracks 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-sampleTrackAction" title="SampleTrackAction"/>
/// </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 TrackAction : IAction
{
/// <summary>
/// Execute the action.
/// </summary>
/// <param name="tracks">Tracks that will be used for the action. </param>
/// <returns>true if the action has been executed. false otherwise</returns>
public abstract bool Execute(IEnumerable<TrackAsset> tracks);
/// <summary>
/// Defines the validity of an Action for a given set of tracks.
/// </summary>
/// <param name="tracks">tracks that the action would act on.</param>
/// <returns>The validity of the set of tracks.</returns>
public abstract ActionValidity Validate(IEnumerable<TrackAsset> tracks);
}
}