using System;
using UnityEngine;
namespace UnityEngine.Timeline
{
///
/// Specifies the type of PlayableAsset that a TrackAsset derived class can create clips of.
///
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
public class TrackClipTypeAttribute : Attribute
{
///
/// The type of the clip class associate with this track
///
public readonly Type inspectedType;
///
/// Whether to allow automatic creation of these types.
///
public readonly bool allowAutoCreate; // true will make it show up in menus
///
///
/// The type of the clip class to associate with this track. Must derive from PlayableAsset.
public TrackClipTypeAttribute(Type clipClass)
{
inspectedType = clipClass;
allowAutoCreate = true;
}
///
///
/// The type of the clip class to associate with this track. Must derive from PlayableAsset.
/// Whether to allow automatic creation of these types. Default value is true.
/// Setting allowAutoCreate to false will cause Timeline to not show menu items for creating clips of this type.
public TrackClipTypeAttribute(Type clipClass, bool allowAutoCreate)
{
inspectedType = clipClass;
allowAutoCreate = false;
}
}
///
/// Apply this to a PlayableBehaviour class or field to indicate that it is not animatable.
///
[AttributeUsage(AttributeTargets.Field | AttributeTargets.Class)]
public class NotKeyableAttribute : Attribute
{
}
///
/// Options for track binding
///
[Flags]
public enum TrackBindingFlags
{
///
/// No options specified
///
None = 0,
///
/// Allow automatic creating of component during gameObject drag and drop
///
AllowCreateComponent = 1,
///
/// All options specified
///
All = AllowCreateComponent
}
///
/// Specifies the type of object that should be bound to a TrackAsset.
///
///
///
///
///
/// Use this attribute when creating Custom Tracks to specify the type of object the track requires a binding to.
///
[AttributeUsage(AttributeTargets.Class)]
public class TrackBindingTypeAttribute : Attribute
{
///
/// The type of binding for the associate track.
///
public readonly Type type;
///
/// Options for the the track binding
///
public readonly TrackBindingFlags flags;
///
/// Creates a new TrackBindingTypeAttribute.
///
///
public TrackBindingTypeAttribute(Type type)
{
this.type = type;
this.flags = TrackBindingFlags.All;
}
///
/// Creates a new TrackBindingTypeAttribute.
///
///
///
public TrackBindingTypeAttribute(Type type, TrackBindingFlags flags)
{
this.type = type;
this.flags = flags;
}
}
// indicates that child tracks are permitted on a track
// internal because not fully supported on custom classes yet
[AttributeUsage(AttributeTargets.Class, Inherited = false)]
class SupportsChildTracksAttribute : Attribute
{
public readonly Type childType;
public readonly int levels;
public SupportsChildTracksAttribute(Type childType = null, int levels = Int32.MaxValue)
{
this.childType = childType;
this.levels = levels;
}
}
// indicates that the type should not be put on a PlayableTrack
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = true)]
class IgnoreOnPlayableTrackAttribute : System.Attribute {}
// used to flag properties as using a time field (second/frames) display
class TimeFieldAttribute : PropertyAttribute
{
public enum UseEditMode
{
None,
ApplyEditMode
}
public UseEditMode useEditMode { get; }
public TimeFieldAttribute(UseEditMode useEditMode = UseEditMode.ApplyEditMode)
{
this.useEditMode = useEditMode;
}
}
///
/// Use this attribute to hide a class from Timeline menus.
///
[AttributeUsage(AttributeTargets.Class, Inherited = false)]
public class HideInMenuAttribute : Attribute {}
///
/// Use this attribute to customize the appearance of a Marker.
///
/// Specify the style to use to draw a Marker.
///
///
///
/// How to create a custom style rule:
/// 1) Create a 'common.uss' USS file in an Editor folder in a StyleSheets/Extensions folder hierarchy.
/// Example of valid folder paths:
/// - Assets/Editor/StyleSheets/Extensions
/// - Assets/Editor/Markers/StyleSheets/Extensions
/// - Assets/Timeline/Editor/MyMarkers/StyleSheets/Extensions
/// Rules in 'dark.uss' are used if you use the Pro Skin and rules in 'light.uss' are used otherwise.
///
/// 2)In the USS file, create a styling rule to customize the appearance of the marker.
///
///
/// MyStyle
/// {
/// /* Specify the appearance of the marker in the collapsed state here. */
/// }
///
/// MyStyle:checked
/// {
/// /* Specify the appearance of the marker in the expanded state here. */
/// }
///
/// MyStyle:focused:checked
/// {
/// /* Specify the appearance of the marker in the selected state here. */
/// }
///
///
///
[AttributeUsage(AttributeTargets.Class)]
public class CustomStyleAttribute : Attribute
{
///
/// The name of the USS style.
///
public readonly string ussStyle;
///
/// Creates a new CustomStyleAttribute.
///
///
public CustomStyleAttribute(string ussStyle)
{
this.ussStyle = ussStyle;
}
}
///
/// Use this attribute to assign a clip, marker or track to a category in a submenu
///
[AttributeUsage(AttributeTargets.Class)]
internal class MenuCategoryAttribute : Attribute
{
///
/// The menu name of the category
///
public readonly string category;
public MenuCategoryAttribute(string category)
{
this.category = category ?? string.Empty;
}
}
}