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