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    Interface IAnimationClipEditor

    Implemented by the Animation Hub's in-hub keyframe editor panel (a later phase) and registered with AnimationHubClipEditorRegistry so the hub's row actions can hand a clip off to it instead of always falling back to Unity's own Animation window. Paths only, never a live UnityEngine.Object reference — the same DTO discipline the hub's own discovery model (ClipEntry, StateEntry) already follows.

    Namespace: Serenity.Editor.AnimationHub.Integration
    Assembly: Serenity.AnimationHub.Editor.dll
    Syntax
    public interface IAnimationClipEditor

    Methods

    CanEdit(string, string)

    Whether this editor can open the given clip. clipSubAssetName is empty for a standalone .anim asset, or the clip's sub-asset name when it is embedded in another asset (e.g. an imported model).

    Declaration
    bool CanEdit(string clipAssetPath, string clipSubAssetName)
    Parameters
    Type Name Description
    string clipAssetPath
    string clipSubAssetName
    Returns
    Type Description
    bool

    Open(string, string, string)

    Opens the clip for editing. modelAssetPath may be empty when no model context is available (a clip row reached from outside any specific model's controller).

    Declaration
    void Open(string clipAssetPath, string clipSubAssetName, string modelAssetPath)
    Parameters
    Type Name Description
    string clipAssetPath
    string clipSubAssetName
    string modelAssetPath
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