// This file is generated. Do not modify by hand. // XML documentation file not found. To check if public methods have XML comments, // make sure the XML doc file is present and located next to the scraped dll namespace UnityEditor.Sequences { public static class MasterSequenceExtensions { public static void Delete(this UnityEngine.Sequences.MasterSequence masterSequence); public static bool Rename(this UnityEngine.Sequences.MasterSequence masterSequence, string newName); } public class SequenceAssetException : System.Exception { public SequenceAssetException(string message) {} } public static class SequenceAssetUtility { public static UnityEngine.GameObject CreateSource(string name, string type = default(string), bool animate = true, bool instantiate = false); public static UnityEngine.GameObject CreateVariant(UnityEngine.GameObject source, string name = default(string), bool instantiate = false); public static bool DeleteSourceAsset(UnityEngine.GameObject source, bool deleteVariants = true); public static bool DeleteVariantAsset(UnityEngine.GameObject variant); public static UnityEngine.GameObject DuplicateVariant(UnityEngine.GameObject variant); public static System.Collections.Generic.IEnumerable FindAllSources(string type = default(string)); public static System.Collections.Generic.IEnumerable GetInstancesInSequence(UnityEngine.Playables.PlayableDirector sequenceDirector, string type = default(string)); public static UnityEngine.GameObject GetSource(UnityEngine.GameObject prefab); public static string GetType(UnityEngine.GameObject prefab); public static System.Collections.Generic.IEnumerable GetVariants(UnityEngine.GameObject source); public static bool HasVariants(UnityEngine.GameObject source); public static UnityEngine.GameObject InstantiateInSequence(UnityEngine.GameObject prefab, UnityEngine.Playables.PlayableDirector sequenceDirector, UnityEngine.Timeline.TimelineClip clip = default(UnityEngine.Timeline.TimelineClip)); public static bool IsSequenceAsset(UnityEngine.GameObject prefab); public static bool IsSource(UnityEngine.GameObject prefab); public static bool IsVariant(UnityEngine.GameObject prefab); public static void RemoveFromSequence(UnityEngine.GameObject instance, UnityEngine.Playables.PlayableDirector sequenceDirector); public static void RemoveFromSequence(UnityEngine.GameObject instance, UnityEngine.Playables.PlayableDirector sequenceDirector, InteractionMode interactionMode); public static string Rename(UnityEngine.GameObject prefab, string oldName, string newName, bool renameVariants = true, bool renameInstances = true); public static UnityEngine.GameObject UpdateInstanceInSequence(UnityEngine.GameObject oldInstance, UnityEngine.GameObject newPrefab, UnityEngine.Playables.PlayableDirector sequenceDirector, InteractionMode interactionMode = InteractionMode.UserAction); } public static class SequenceUtility { public static event System.Action sequenceCreated; public static event System.Action sequenceDeleted; public static UnityEngine.Sequences.MasterSequence CreateMasterSequence(string name, float fps = -1f); public static UnityEngine.Sequences.TimelineSequence CreateSequence(string name, UnityEngine.Sequences.MasterSequence masterSequence, UnityEngine.Sequences.TimelineSequence parent = default(UnityEngine.Sequences.TimelineSequence)); public static void DeleteSequence(UnityEngine.Sequences.TimelineSequence sequence, UnityEngine.Sequences.MasterSequence masterSequence); } public static class TimelineSequenceExtensions { public static void Delete(this UnityEngine.Sequences.TimelineSequence clip); public static void Record(this UnityEngine.Sequences.TimelineSequence clip); public static void Rename(this UnityEngine.Sequences.TimelineSequence clip, string newName); } }