using System.Collections.Generic; using UnityEditor.ShortcutManagement; using UnityEditor.Timeline; using UnityEditor.Timeline.Actions; using UnityEngine; using UnityEngine.Playables; using UnityEngine.Timeline; namespace DocCodeExamples { class TimelineAttributesExamples_HideAPI { #region declare-sampleTrackBindingAttr [TrackBindingType(typeof(Light), TrackBindingFlags.AllowCreateComponent)] public class LightTrack : TrackAsset { } #endregion #region declare-menuEntryAttribute [MenuEntry("Simple Menu Action")] class SimpleMenuAction : TimelineAction { public override ActionValidity Validate(ActionContext actionContext) { return ActionValidity.Valid; } public override bool Execute(ActionContext actionContext) { return true; } } [MenuEntry("Menu Action with priority", 9999)] class MenuActionWithPriority : TimelineAction { public override ActionValidity Validate(ActionContext actionContext) { return ActionValidity.Valid; } public override bool Execute(ActionContext actionContext) { return true; } } [MenuEntry("My Menu/Menu Action inside submenu")] class MenuActionInsideSubMenu : TimelineAction { public override ActionValidity Validate(ActionContext actionContext) { return ActionValidity.Valid; } public override bool Execute(ActionContext actionContext) { return true; } } #endregion #region declare-timelineShortcutAttr public class ShortcutAction : TimelineAction { public override ActionValidity Validate(ActionContext _) { return ActionValidity.Valid; } public override bool Execute(ActionContext _) { Debug.Log("Action executed."); return true; } [TimelineShortcut("Test Action", KeyCode.K, ShortcutModifiers.Shift | ShortcutModifiers.Alt)] public static void HandleShortCut(ShortcutArguments args) { Invoker.InvokeWithSelected(); } } #endregion #region declare-applyDefaultUndoAttr [ApplyDefaultUndo] public class SetNameToTypeAction : TrackAction { public override ActionValidity Validate(IEnumerable items) { return ActionValidity.Valid; } public override bool Execute(IEnumerable items) { foreach (TrackAsset track in items) track.name = track.GetType().Name; return true; } } #endregion #region declare-customStyleMarkerAttr [CustomStyle("MyStyle")] public class MyMarker : UnityEngine.Timeline.Marker { } #endregion #region declare-customTimelineEditorAttr [CustomTimelineEditor(typeof(MyCustomClip))] class MyCustomClipEditor : ClipEditor { } #endregion class MyCustomClip : PlayableAsset { public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { return Playable.Null; } } } }