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| author | Andrew Lee <alee14498@protonmail.com> | 2020-08-20 23:40:50 -0400 |
|---|---|---|
| committer | Andrew Lee <alee14498@protonmail.com> | 2020-08-20 23:40:50 -0400 |
| commit | 3af4c218c0e70167db23a6303d2af30aff37d2fe (patch) | |
| tree | 927f29edcf54ab562f40f3d1c6cb69287c7f5980 /Library/PackageCache/com.unity.timeline@1.2.13/Editor/TimelineEditor.cs | |
| parent | b6daed0af784f4e9bc13329dd87c671b06ee1c65 (diff) | |
| download | Project-Sandbox-3af4c218c0e70167db23a6303d2af30aff37d2fe.tar.gz Project-Sandbox-3af4c218c0e70167db23a6303d2af30aff37d2fe.tar.bz2 Project-Sandbox-3af4c218c0e70167db23a6303d2af30aff37d2fe.zip | |
Removed a bunch of stuff; Changes
Diffstat (limited to 'Library/PackageCache/com.unity.timeline@1.2.13/Editor/TimelineEditor.cs')
| -rw-r--r-- | Library/PackageCache/com.unity.timeline@1.2.13/Editor/TimelineEditor.cs | 173 |
1 files changed, 0 insertions, 173 deletions
diff --git a/Library/PackageCache/com.unity.timeline@1.2.13/Editor/TimelineEditor.cs b/Library/PackageCache/com.unity.timeline@1.2.13/Editor/TimelineEditor.cs deleted file mode 100644 index 198273f..0000000 --- a/Library/PackageCache/com.unity.timeline@1.2.13/Editor/TimelineEditor.cs +++ /dev/null @@ -1,173 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Linq; -using UnityEngine.Playables; -using UnityEngine.Timeline; - -namespace UnityEditor.Timeline -{ - /// <summary> - /// Information currently being edited in the Timeline Editor Window. - /// </summary> - public static class TimelineEditor - { - /// <summary> - /// The PlayableDirector associated with the timeline currently being shown in the Timeline window. - /// </summary> - public static PlayableDirector inspectedDirector { get { return state == null ? null : state.editSequence.director; } } - - /// <summary> - /// The PlayableDirector responsible for the playback of the timeline currently being shown in the Timeline window. - /// </summary> - public static PlayableDirector masterDirector { get { return state == null ? null : state.masterSequence.director; } } - - /// <summary> - /// The TimelineAsset currently being shown in the Timeline window. - /// </summary> - public static TimelineAsset inspectedAsset { get { return state == null ? null : state.editSequence.asset; } } - - /// <summary> - /// The TimelineAsset at the root of the hierarchy currently being shown in the Timeline window. - /// </summary> - public static TimelineAsset masterAsset { get { return state == null ? null : state.masterSequence.asset; } } - - /// <summary> - /// The PlayableDirector currently being shown in the Timeline Editor Window. - /// </summary> - [Obsolete("playableDirector is ambiguous. Please select either inspectedDirector or masterDirector instead.", false)] - public static PlayableDirector playableDirector { get { return inspectedDirector; } } - - /// <summary> - /// The TimelineAsset currently being shown in the Timeline Editor Window. - /// </summary> - [Obsolete("timelineAsset is ambiguous. Please select either inspectedAsset or masterAsset instead.", false)] - public static TimelineAsset timelineAsset { get { return inspectedAsset; } } - - - /// <summary> - /// <para> - /// Refreshes the different components affected by the currently inspected - /// <see cref="UnityEngine.Timeline.TimelineAsset"/>, based on the <see cref="RefreshReason"/> provided. - /// </para> - /// <para> - /// For better performance, it is recommended that you invoke this method once, after you modify the - /// <see cref="UnityEngine.Timeline.TimelineAsset"/>. You should also combine reasons using the <c>|</c> operator. - /// </para> - /// </summary> - /// <remarks> - /// Note: This operation is not synchronous. It is performed during the next GUI loop. - /// </remarks> - /// <param name="reason">The reason why a refresh should be performed.</param> - public static void Refresh(RefreshReason reason) - { - if (state == null) - return; - - if ((reason & RefreshReason.ContentsAddedOrRemoved) != 0) - { - state.Refresh(); - } - else if ((reason & RefreshReason.ContentsModified) != 0) - { - state.rebuildGraph = true; - } - else if ((reason & RefreshReason.SceneNeedsUpdate) != 0) - { - state.Evaluate(); - } - - window.Repaint(); - } - - static TimelineWindow window { get { return TimelineWindow.instance; } } - static WindowState state { get { return window == null ? null : window.state; } } - - internal static readonly Clipboard clipboard = new Clipboard(); - - /// <summary> - /// The list of clips selected in the TimelineEditor. - /// </summary> - public static TimelineClip[] selectedClips - { - get { return Selection.GetFiltered<EditorClip>(SelectionMode.Unfiltered).Select(e => e.clip).Where(x => x != null).ToArray(); } - set - { - if (value == null || value.Length == 0) - { - Selection.objects = null; - } - else - { - var objects = new List<UnityEngine.Object>(); - foreach (var clip in value) - { - if (clip == null) - continue; - - var editorClip = EditorClipFactory.GetEditorClip(clip); - if (editorClip != null) - objects.Add(editorClip); - } - - Selection.objects = objects.ToArray(); - } - } - } - - /// <summary> - /// The clip selected in the TimelineEditor. - /// </summary> - /// <remarks> - /// If there are multiple clips selected, this property returns the first clip. - /// </remarks> - public static TimelineClip selectedClip - { - get - { - var editorClip = Selection.activeObject as EditorClip; - if (editorClip != null) - return editorClip.clip; - return null; - } - set - { - var editorClip = (value != null) ? EditorClipFactory.GetEditorClip(value) : null; - Selection.activeObject = editorClip; - } - } - } - - - /// <summary> - /// <see cref="TimelineEditor.Refresh"/> uses these flags to determine what needs to be refreshed or updated. - /// </summary> - /// <remarks> - /// Use the <c>|</c> operator to combine flags. - /// <example> - /// <c>TimelineEditor.Refresh(RefreshReason.ContentsModified | RefreshReason.SceneNeedsUpdate);</c> - /// </example> - /// </remarks> - [Flags] - public enum RefreshReason - { - /// <summary> - /// Use this flag when a change to the Timeline requires that the Timeline window be redrawn. - /// </summary> - WindowNeedsRedraw = 1 << 0, - - /// <summary> - /// Use this flag when a change to the Timeline requires that the Scene be updated. - /// </summary> - SceneNeedsUpdate = 1 << 1, - - /// <summary> - /// Use this flag when a Timeline element was modified. - /// </summary> - ContentsModified = 1 << 2, - - /// <summary> - /// Use this flag when an element was added to or removed from the Timeline. - /// </summary> - ContentsAddedOrRemoved = 1 << 3 - } -} |
