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using UnityEngine.Playables;
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using UnityEngine.Timeline;
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namespace UnityEditor.Timeline
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{
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/// <summary>
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/// Base class of the TimelineWindow.
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/// </summary>
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public abstract class TimelineEditorWindow : EditorWindow
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{
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/// <summary>
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/// Allows retrieving and and setting the Timeline Window lock state. When the lock is off, the window focus follows the Unity selection.
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/// </summary>
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/// <remarks>When lock transitions from true to false, the focused timeline will be synchronized with the Unity selection.</remarks>>
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public abstract bool locked { get; set; }
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/// <summary>
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/// Allows setting which TimelineAsset is shown in the TimelineWindow.
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/// </summary>
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/// <param name="sequence">The asset to show.</param>
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/// <remarks>Calling this method will put the window in asset edit mode and certain features might be missing (eg: timeline cannot be evaluated, bindings will not be available, etc).
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/// Ignores window lock mode. Calling with null, will clear the displayed timeline.</remarks>
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public abstract void SetTimeline(TimelineAsset sequence);
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/// <summary>
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/// Allows setting which TimelineAsset is shown in the TimelineWindow and which PlayableDirector is used to evaluate it.
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/// </summary>
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/// <param name="director">The PlayableDirector who's timeline should be shown.</param>
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/// <remarks>Ignores window lock mode. Calling with null, will clear the displayed timeline.</remarks>
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public abstract void SetTimeline(PlayableDirector director);
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/// <summary>
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/// Allows clearing the TimelineAsset that is shown in the TimelineWindow.
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/// </summary>
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/// <remarks>Ignores window lock mode.</remarks>>
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public abstract void ClearTimeline();
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}
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}
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