using System.Collections.Generic; namespace UnityEditor.Timeline { class Control { readonly List m_Manipulators = new List(); public bool HandleManipulatorsEvents(WindowState state) { var isHandled = false; foreach (var manipulator in m_Manipulators) { isHandled = manipulator.HandleEvent(state); if (isHandled) break; } return isHandled; } public void AddManipulator(Manipulator m) { m_Manipulators.Add(m); } } }