From c55fba8ab2a1c9d3df65eda4a5a1e957f4aa1f78 Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Sun, 19 Apr 2020 17:19:32 -0400 Subject: Inital commit --- .../Runtime/Utilities/IPropertyCollector.cs | 102 +++++++++++++++++++++ 1 file changed, 102 insertions(+) create mode 100644 Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Utilities/IPropertyCollector.cs (limited to 'Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Utilities/IPropertyCollector.cs') 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 new file mode 100644 index 0000000..08f991a --- /dev/null +++ b/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Utilities/IPropertyCollector.cs @@ -0,0 +1,102 @@ +using System.Collections.Generic; + +namespace UnityEngine.Timeline +{ + /// + /// Interface used to inform the Timeline Editor about potential property modifications that may occur while previewing. + /// + public interface IPropertyCollector + { + /// + /// Sets the active game object for subsequent property modifications. + /// + /// The GameObject to push. + void PushActiveGameObject(GameObject gameObject); + + /// + /// Removes the active GameObject from the modification stack, restoring the previous value. + /// + void PopActiveGameObject(); + + /// + /// Add properties modified by an animation clip. + /// + /// The animation clip that contains the properties + void AddFromClip(AnimationClip clip); + + /// + /// Add property modifications specified by a list of animation clips. + /// + /// The list of animation clips used to determine which property modifications to apply. + void AddFromClips(IEnumerable clips); + + /// + /// Add property modifications using the serialized property name. + /// + /// The name of the serialized property + /// The type of the component the property exists on + /// + /// This method uses the most recent gameObject from PushActiveGameObject + /// + void AddFromName(string name) where T : Component; + + /// + /// Add property modifications using the serialized property name. + /// + /// The name of the serialized property + /// + /// This method uses the most recent gameObject from PushActiveGameObject + /// + void AddFromName(string name); + + /// + /// Add property modifications modified by an animation clip. + /// + /// The GameObject where the properties exist + /// The animation clip that contains the properties + void AddFromClip(GameObject obj, AnimationClip clip); + + /// + /// Add property modifications specified by a list of animation clips. + /// + /// The gameObject that will be animated + /// The list of animation clips used to determine which property modifications to apply. + void AddFromClips(GameObject obj, IEnumerable clips); + + /// + /// Add property modifications using the serialized property name. + /// + /// The name of the serialized property + /// The gameObject where the properties exist + /// The type of the component the property exists on> + void AddFromName(GameObject obj, string name) where T : Component; + + /// + /// Add property modifications using the serialized property name. + /// + /// The gameObject where the properties exist + /// The name of the serialized property + void AddFromName(GameObject obj, string name); + + /// + /// Add property modifications using the serialized property name. + /// + /// The name of the serialized property + /// The component where the properties exist + void AddFromName(Component component, string name); + + /// + /// Set all serializable properties on a component to be under preview control. + /// + /// The gameObject where the properties exist + /// The component to set in preview mode + void AddFromComponent(GameObject obj, Component component); + + /// + /// Add property modifications modified by an animation clip. + /// + /// The Object where the properties exist + /// The animation clip that contains the properties + void AddObjectProperties(Object obj, AnimationClip clip); + } +} -- cgit v1.2.3