using System.Collections.Generic; namespace UnityEngine.Timeline { /// /// Interface used to inform the Timeline Editor about potential property modifications that may occur while previewing. /// public interface IPropertyCollector { /// /// Sets the active game object for subsequent property modifications. /// /// The GameObject to push. void PushActiveGameObject(GameObject gameObject); /// /// Removes the active GameObject from the modification stack, restoring the previous value. /// void PopActiveGameObject(); /// /// Add properties modified by an animation clip. /// /// The animation clip that contains the properties void AddFromClip(AnimationClip clip); /// /// Add property modifications specified by a list of animation clips. /// /// The list of animation clips used to determine which property modifications to apply. void AddFromClips(IEnumerable clips); /// /// Add property modifications using the serialized property name. /// /// The name of the serialized property /// The type of the component the property exists on /// /// This method uses the most recent gameObject from PushActiveGameObject /// void AddFromName(string name) where T : Component; /// /// Add property modifications using the serialized property name. /// /// The name of the serialized property /// /// This method uses the most recent gameObject from PushActiveGameObject /// void AddFromName(string name); /// /// Add property modifications modified by an animation clip. /// /// The GameObject where the properties exist /// The animation clip that contains the properties void AddFromClip(GameObject obj, AnimationClip clip); /// /// Add property modifications specified by a list of animation clips. /// /// The gameObject that will be animated /// The list of animation clips used to determine which property modifications to apply. void AddFromClips(GameObject obj, IEnumerable clips); /// /// Add property modifications using the serialized property name. /// /// The name of the serialized property /// The gameObject where the properties exist /// The type of the component the property exists on> void AddFromName(GameObject obj, string name) where T : Component; /// /// Add property modifications using the serialized property name. /// /// The gameObject where the properties exist /// The name of the serialized property void AddFromName(GameObject obj, string name); /// /// Add property modifications using the serialized property name. /// /// The name of the serialized property /// The component where the properties exist void AddFromName(Component component, string name); /// /// Set all serializable properties on a component to be under preview control. /// /// The gameObject where the properties exist /// The component to set in preview mode void AddFromComponent(GameObject obj, Component component); /// /// Add property modifications modified by an animation clip. /// /// The Object where the properties exist /// The animation clip that contains the properties void AddObjectProperties(Object obj, AnimationClip clip); } }