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using System;
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using UnityEngine;
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namespace UnityEditor.Timeline
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{
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enum TimelineModeGUIState
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{
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Disabled,
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Hidden,
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Enabled
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}
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abstract class TimelineMode
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{
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public struct HeaderState
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{
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public TimelineModeGUIState breadCrumb;
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public TimelineModeGUIState sequenceSelector;
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public TimelineModeGUIState options;
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}
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public struct TrackOptionsState
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{
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public TimelineModeGUIState newButton;
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public TimelineModeGUIState editAsAssetButton;
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}
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public HeaderState headerState { get; protected set; }
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public TrackOptionsState trackOptionsState { get; protected set; }
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public TimelineModes mode { get; protected set; }
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public abstract bool ShouldShowPlayRange(WindowState state);
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public abstract bool ShouldShowTimeCursor(WindowState state);
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public virtual bool ShouldShowTrackBindings(WindowState state)
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{
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return ShouldShowTimeCursor(state);
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}
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public virtual bool ShouldShowTimeArea(WindowState state)
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{
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return !state.IsEditingAnEmptyTimeline();
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}
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public abstract TimelineModeGUIState TrackState(WindowState state);
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public abstract TimelineModeGUIState ToolbarState(WindowState state);
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public virtual TimelineModeGUIState PreviewState(WindowState state)
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{
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return Application.isPlaying ? TimelineModeGUIState.Disabled : TimelineModeGUIState.Enabled;
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}
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public virtual TimelineModeGUIState EditModeButtonsState(WindowState state)
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{
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return TimelineModeGUIState.Enabled;
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}
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}
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[Flags]
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internal enum TimelineModes
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{
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None = 0,
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Active = 1,
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ReadOnly = 2,
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Inactive = 4,
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Disabled = 8,
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AssetEdition = 16,
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All = Active | ReadOnly | Inactive | Disabled,
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Default = Active | AssetEdition
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}
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}
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