103 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
		
		
			
		
	
	
			103 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
|  | 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); | ||
|  |     } | ||
|  | } |