using System.Collections.Generic; using UnityEngine.Timeline; namespace UnityEditor.Timeline.Actions { /// <summary> /// Base class for a clip action. /// Inherit from this class to make an action that would react on selected clips after a menu click and/or a key shortcut. /// </summary> /// <example> /// Simple Clip Action example (with context menu and shortcut support). /// <code source="../../DocCodeExamples/ActionExamples.cs" region="declare-sampleClipAction" title="SampleClipAction"/> /// </example> /// <remarks> /// To add an action as a menu item in the Timeline context menu, add <see cref="MenuEntryAttribute"/> on the action class. /// To make an action to react to a shortcut, use the Shortcut Manager API with <see cref="TimelineShortcutAttribute"/>. /// <seealso cref="UnityEditor.ShortcutManagement.ShortcutAttribute"/> /// </remarks> [ActiveInMode(TimelineModes.Default)] public abstract class ClipAction : IAction { /// <summary> /// Execute the action based on clips. /// </summary> /// <param name="clips">clips that the action will act on.</param> /// <returns>Returns true if the action has been correctly executed, false otherwise.</returns> public abstract bool Execute(IEnumerable<TimelineClip> clips); /// <summary> /// Defines the validity of an Action for a given set of clips. /// </summary> /// <param name="clips">The clips that the action will act on.</param> /// <returns>The validity of the set of clips.</returns> public abstract ActionValidity Validate(IEnumerable<TimelineClip> clips); } }