Class TimelineEditor
Information currently being edited in the Timeline Editor Window.
Inherited Members
Namespace: UnityEditor .Timeline
Assembly: Unity.Timeline.Editor.dll
Syntax
public static class TimelineEditor
Properties
inspectedAsset
The TimelineAsset currently being shown in the Timeline window.
Declaration
public static TimelineAsset inspectedAsset { get; }
Property Value
Type | Description |
---|---|
Timeline |
inspectedDirector
The PlayableDirector associated with the timeline currently being shown in the Timeline window.
Declaration
public static PlayableDirector inspectedDirector { get; }
Property Value
Type | Description |
---|---|
Playable |
masterAsset
The TimelineAsset at the root of the hierarchy currently being shown in the Timeline window.
Declaration
public static TimelineAsset masterAsset { get; }
Property Value
Type | Description |
---|---|
Timeline |
masterDirector
The PlayableDirector responsible for the playback of the timeline currently being shown in the Timeline window.
Declaration
public static PlayableDirector masterDirector { get; }
Property Value
Type | Description |
---|---|
Playable |
playableDirector
The PlayableDirector currently being shown in the Timeline Editor Window.
Declaration
[Obsolete("playableDirector is ambiguous. Please select either inspectedDirector or masterDirector instead.", false)]
public static PlayableDirector playableDirector { get; }
Property Value
Type | Description |
---|---|
Playable |
selectedClip
The clip selected in the TimelineEditor.
Declaration
public static TimelineClip selectedClip { get; set; }
Property Value
Type | Description |
---|---|
Timeline |
Remarks
If there are multiple clips selected, this property returns the first clip.
selectedClips
The list of clips selected in the TimelineEditor.
Declaration
public static TimelineClip[] selectedClips { get; set; }
Property Value
Type | Description |
---|---|
Timeline |
timelineAsset
The TimelineAsset currently being shown in the Timeline Editor Window.
Declaration
[Obsolete("timelineAsset is ambiguous. Please select either inspectedAsset or masterAsset instead.", false)]
public static TimelineAsset timelineAsset { get; }
Property Value
Type | Description |
---|---|
Timeline |
Methods
GetInspectedTimeFromMasterTime(double)
Converts time from the master timeline to the current inspected timeline.
Declaration
public static double GetInspectedTimeFromMasterTime(double masterTime)
Parameters
Type | Name | Description |
---|---|---|
double | masterTime | Time in the referential of the main timeline |
Returns
Type | Description |
---|---|
double | Time in the referential of the sub-timeline that is currently show.
Returns |
GetMasterTimeFromInspectedTime(double)
Converts time from the current inspected timeline to the master timeline.
Declaration
public static double GetMasterTimeFromInspectedTime(double inspectedTime)
Parameters
Type | Name | Description |
---|---|---|
double | inspectedTime | Time in the referential of the sub-timeline |
Returns
Type | Description |
---|---|
double | Time in the referential of the main timeline.
Returns |
GetOrCreateWindow()
Returns a reference to the Timeline Window. If the window is not opened, it will be opened.
Declaration
public static TimelineEditorWindow GetOrCreateWindow()
Returns
Type | Description |
---|---|
Timeline |
A reference to the TimelineWindow. |
GetWindow()
Returns a reference to the Timeline Window.
Declaration
public static TimelineEditorWindow GetWindow()
Returns
Type | Description |
---|---|
Timeline |
A reference to the TimelineWindow and null if the window is not opened. |
Refresh(RefreshReason)
Refreshes the different components affected by the currently inspected
Timeline
For better performance, it is recommended that you invoke this method once, after you modify the
Timeline|
operator.
Declaration
public static void Refresh(RefreshReason reason)
Parameters
Type | Name | Description |
---|---|---|
Refresh |
reason | The reason why a refresh should be performed. |
Remarks
Note: This operation is not synchronous. It is performed during the next GUI loop.