diff options
Diffstat (limited to 'Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Utilities/IPropertyCollector.cs')
| -rw-r--r-- | Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Utilities/IPropertyCollector.cs | 102 |
1 files changed, 0 insertions, 102 deletions
diff --git a/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Utilities/IPropertyCollector.cs b/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Utilities/IPropertyCollector.cs deleted file mode 100644 index 08f991a..0000000 --- a/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Utilities/IPropertyCollector.cs +++ /dev/null @@ -1,102 +0,0 @@ -using System.Collections.Generic; - -namespace UnityEngine.Timeline -{ - /// <summary> - /// Interface used to inform the Timeline Editor about potential property modifications that may occur while previewing. - /// </summary> - public interface IPropertyCollector - { - /// <summary> - /// Sets the active game object for subsequent property modifications. - /// </summary> - /// <param name="gameObject">The GameObject to push.</param> - void PushActiveGameObject(GameObject gameObject); - - /// <summary> - /// Removes the active GameObject from the modification stack, restoring the previous value. - /// </summary> - void PopActiveGameObject(); - - /// <summary> - /// Add properties modified by an animation clip. - /// </summary> - /// <param name="clip">The animation clip that contains the properties</param> - void AddFromClip(AnimationClip clip); - - /// <summary> - /// Add property modifications specified by a list of animation clips. - /// </summary> - /// <param name="clips">The list of animation clips used to determine which property modifications to apply.</param> - void AddFromClips(IEnumerable<AnimationClip> clips); - - /// <summary> - /// Add property modifications using the serialized property name. - /// </summary> - /// <param name="name">The name of the serialized property</param> - /// <typeparam name="T">The type of the component the property exists on</typeparam> - /// <remarks> - /// This method uses the most recent gameObject from PushActiveGameObject - /// </remarks> - void AddFromName<T>(string name) where T : Component; - - /// <summary> - /// Add property modifications using the serialized property name. - /// </summary> - /// <param name="name">The name of the serialized property</param> - /// <remarks> - /// This method uses the most recent gameObject from PushActiveGameObject - /// </remarks> - void AddFromName(string name); - - /// <summary> - /// Add property modifications modified by an animation clip. - /// </summary> - /// <param name="obj">The GameObject where the properties exist</param> - /// <param name="clip">The animation clip that contains the properties</param> - void AddFromClip(GameObject obj, AnimationClip clip); - - /// <summary> - /// Add property modifications specified by a list of animation clips. - /// </summary> - /// <param name="obj">The gameObject that will be animated</param> - /// <param name="clips">The list of animation clips used to determine which property modifications to apply.</param> - void AddFromClips(GameObject obj, IEnumerable<AnimationClip> clips); - - /// <summary> - /// Add property modifications using the serialized property name. - /// </summary> - /// <param name="name">The name of the serialized property</param> - /// <param name="obj">The gameObject where the properties exist</param> - /// <typeparam name="T">The type of the component the property exists on</typeparam>> - void AddFromName<T>(GameObject obj, string name) where T : Component; - - /// <summary> - /// Add property modifications using the serialized property name. - /// </summary> - /// <param name="obj">The gameObject where the properties exist</param> - /// <param name="name">The name of the serialized property</param> - void AddFromName(GameObject obj, string name); - - /// <summary> - /// Add property modifications using the serialized property name. - /// </summary> - /// <param name="name">The name of the serialized property</param> - /// <param name="component">The component where the properties exist</param> - void AddFromName(Component component, string name); - - /// <summary> - /// Set all serializable properties on a component to be under preview control. - /// </summary> - /// <param name="obj">The gameObject where the properties exist</param> - /// <param name="component">The component to set in preview mode</param> - void AddFromComponent(GameObject obj, Component component); - - /// <summary> - /// Add property modifications modified by an animation clip. - /// </summary> - /// <param name="obj">The Object where the properties exist</param> - /// <param name="clip">The animation clip that contains the properties</param> - void AddObjectProperties(Object obj, AnimationClip clip); - } -} |
