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