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 |