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;
}
}
}