using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace UnityEditor.Timeline.Actions
{
    /// 
    /// Action context to be used by actions.
    /// 
    /// 
    /// 
    public struct ActionContext
    {
        IEnumerable m_Tracks;
        IEnumerable m_Clips;
        IEnumerable m_Markers;
        /// 
        ///  The Timeline asset that is currently opened in the Timeline window.
        /// 
        public TimelineAsset timeline;
        /// 
        ///  The PlayableDirector that is used to play the current Timeline asset.
        /// 
        public PlayableDirector director;
        /// 
        ///  Time based on the position of the cursor on the timeline (in seconds).
        ///  null if the time is not available (in case of a shortcut for example).
        /// 
        public double? invocationTime;
        /// 
        ///  Tracks that will be used by the actions.
        /// 
        public IEnumerable tracks
        {
            get => m_Tracks ?? Enumerable.Empty();
            set => m_Tracks = value;
        }
        /// 
        ///  Clips that will be used by the actions.
        /// 
        public IEnumerable clips
        {
            get => m_Clips ?? Enumerable.Empty();
            set => m_Clips = value;
        }
        /// 
        ///  Markers that will be used by the actions.
        /// 
        public IEnumerable markers
        {
            get => m_Markers ?? Enumerable.Empty();
            set => m_Markers = value;
        }
    }
}