test
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using System.Collections.Generic;
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using UnityEditor.ShortcutManagement;
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using UnityEditor.Timeline;
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using UnityEditor.Timeline.Actions;
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using UnityEngine;
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using UnityEngine.Playables;
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using UnityEngine.Timeline;
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namespace DocCodeExamples
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{
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class TimelineAttributesExamples_HideAPI
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{
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#region declare-sampleTrackBindingAttr
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[TrackBindingType(typeof(Light), TrackBindingFlags.AllowCreateComponent)]
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public class LightTrack : TrackAsset { }
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#endregion
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#region declare-menuEntryAttribute
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[MenuEntry("Simple Menu Action")]
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class SimpleMenuAction : TimelineAction
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{
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public override ActionValidity Validate(ActionContext actionContext)
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{
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return ActionValidity.Valid;
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}
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public override bool Execute(ActionContext actionContext)
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{
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return true;
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}
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}
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[MenuEntry("Menu Action with priority", 9999)]
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class MenuActionWithPriority : TimelineAction
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{
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public override ActionValidity Validate(ActionContext actionContext)
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{
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return ActionValidity.Valid;
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}
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public override bool Execute(ActionContext actionContext)
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{
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return true;
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}
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}
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[MenuEntry("My Menu/Menu Action inside submenu")]
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class MenuActionInsideSubMenu : TimelineAction
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{
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public override ActionValidity Validate(ActionContext actionContext)
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{
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return ActionValidity.Valid;
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}
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public override bool Execute(ActionContext actionContext)
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{
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return true;
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}
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}
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#endregion
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#region declare-timelineShortcutAttr
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public class ShortcutAction : TimelineAction
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{
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public override ActionValidity Validate(ActionContext _)
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{
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return ActionValidity.Valid;
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}
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public override bool Execute(ActionContext _)
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{
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Debug.Log("Action executed.");
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return true;
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}
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[TimelineShortcut("Test Action", KeyCode.K, ShortcutModifiers.Shift | ShortcutModifiers.Alt)]
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public static void HandleShortCut(ShortcutArguments args)
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{
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Invoker.InvokeWithSelected<ShortcutAction>();
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}
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}
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#endregion
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#region declare-applyDefaultUndoAttr
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[ApplyDefaultUndo]
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public class SetNameToTypeAction : TrackAction
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{
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public override ActionValidity Validate(IEnumerable<TrackAsset> items)
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{
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return ActionValidity.Valid;
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}
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public override bool Execute(IEnumerable<TrackAsset> items)
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{
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foreach (TrackAsset track in items)
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track.name = track.GetType().Name;
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return true;
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}
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}
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#endregion
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#region declare-customStyleMarkerAttr
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[CustomStyle("MyStyle")]
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public class MyMarker : UnityEngine.Timeline.Marker { }
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#endregion
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#region declare-customTimelineEditorAttr
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[CustomTimelineEditor(typeof(MyCustomClip))]
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class MyCustomClipEditor : ClipEditor { }
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#endregion
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class MyCustomClip : PlayableAsset
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{
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public override Playable CreatePlayable(PlayableGraph graph, GameObject owner)
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{
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return Playable.Null;
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}
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}
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}
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}
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