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using System;
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using UnityEngine;
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namespace UnityEditor.Timeline.Actions
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{
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/// <summary>
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/// Use this attribute to add a menu item to a context menu.
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/// Used to indicate path and priority that are auto added to the menu
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/// (examples can be found on <see href="https://docs.unity3d.com/ScriptReference/MenuItem.html"/>).
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/// </summary>
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/// <example>
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/// <code source="../../DocCodeExamples/TimelineAttributesExamples.cs" region="declare-menuEntryAttribute" title="menuEntryAttr"/>
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/// </example>
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/// <remarks>
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/// Unlike Menu item, MenuEntryAttribute doesn't handle shortcuts in the menu name. See <see cref="TimelineShortcutAttribute"/>.
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/// </remarks>
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[AttributeUsage(AttributeTargets.Class)]
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public class MenuEntryAttribute : Attribute
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{
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internal readonly int priority;
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internal readonly string name;
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internal readonly string subMenuPath;
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/// <summary>
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/// Constructor for Menu Entry Attribute to define information about the menu item for an action.
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/// </summary>
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/// <param name="path">Path to the menu. If there is a "/" in the path, it will create one (or multiple) submenu items.</param>
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/// <param name="priority">Priority to decide where the menu will be positioned in the menu.
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/// The lower the priority, the higher the menu item will be in the context menu.
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/// </param>
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/// <seealso cref="MenuPriority"/>
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public MenuEntryAttribute(string path = default, int priority = MenuPriority.defaultPriority)
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{
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path = path ?? string.Empty;
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path = L10n.Tr(path);
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this.priority = priority;
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var index = path.LastIndexOf('/');
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if (index >= 0)
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{
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name = (index == path.Length - 1) ? string.Empty : path.Substring(index + 1);
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subMenuPath = path.Substring(0, index + 1);
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}
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else
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{
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name = path;
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subMenuPath = string.Empty;
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}
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}
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}
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}
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