Files
Magical-Jumping-Bean/Library/metadata/3e/3e99141cd5dbef844a4338bb87930b89
T

212 lines
12 KiB
Plaintext
Raw Normal View History

2019-09-29 19:40:54 -04:00
í.Ì2019.2.3f1þÿÿÿÿÿ’3$øÌuñ옲e+ Í=^7€ÿÿÿÿ€¦€²€Ѐ¦€¦€¦€#¦€+H€3ÿÿÿÿ€1€1€ÿÿÿÿ@Þ€€ Q€j€
H€<ÿÿÿÿ €1€1€ÿÿÿÿ @Þ€€
Q€j€Õ€Iÿÿÿÿ€1€1€ÿÿÿÿÀÞ€€H€j€ÿÿÿÿ€1€1€ÿÿÿÿ@Þ€€Q€j€™€PAssetMetaDataguiddata[0]data[1]data[2]data[3]pathNameoriginalNamelabelsassetStoreRef ÿÿfš†!ë5˜9Ý4QÁóBí7€ÿÿÿÿ€¦€²€
E€ Þ€#€.€,€5a€ Þ€#€.€,€†€r€ Þ€# €.€,
€H€«€ÿÿÿÿ €1€1€ÿÿÿÿ @Þ€€
Q€j€ñ€JÿÿÿÿÀ1€1€ÿÿÿÿ€Þ€€€j€ÿÿÿÿ€\›€ÿÿÿÿ€H€rÿÿÿÿ€1€1€ÿÿÿÿ@Þ€€Q€j€H€wÿÿÿÿ€1€1€ÿÿÿÿ@Þ€€Q€j€H€€ÿÿÿÿ€1€1€ÿÿÿÿ@Þ€€Q€j€y€
€ Þ€#!€.€,"€€…ÿÿÿÿ#@1€1€ÿÿÿÿ$Þ€€%.€j€&Õ€“ÿÿÿÿ'€1€1€ÿÿÿÿ(ÀÞ€€)€j€ÿÿÿÿ*€H€›€ÿÿÿÿ+€1€1€ÿÿÿÿ,@Þ€€-Q€j€.y€
€ /Þ€#0€.€,1€ €§2@¾€¶ 3@Þ€#4€.€,5€H€»ÿÿÿÿ6€1€1€ÿÿÿÿ7@Þ€€8Q€j€9H€Æÿÿÿÿ:€1€1€ÿÿÿÿ;@Þ€€<Q€j€=H€Øÿÿÿÿ>€1€1€ÿÿÿÿ?@Þ€€@Q€j€AMonoImporterPPtr<EditorExtension>m_FileIDm_PathIDPPtr<PrefabInstance>m_ExternalObjectsSourceAssetIdentifiertypeassemblynamem_UsedFileIDsm_DefaultReferencesexecutionOrdericonm_UserDatam_AssetBundleNamem_AssetBundleVariantsÿÿ£Gñ×Ü�Z56 :!@iÁJ*�€7€ÿÿÿÿ€¦€²€E€ Þ€€.€€(a€ Þ€€.€€†€r€ Þ€ €.€
€H€«€ÿÿÿÿ €1€1€ÿÿÿÿ @Þ€€
Q€j€H€ê€ÿÿÿÿ€1€1€ÿÿÿÿ@Þ€€Q€j€ñ€=ÿÿÿÿ€1€1€ÿÿÿÿ€Þ€€€j€ÿÿÿÿ€H€›€ÿÿÿÿ€1€1€ÿÿÿÿ@Þ€€Q€j€y€
€ Þ€€.€€y€Q Þ€€.€ €Þ€X!H€iÿÿÿÿ"€1€1€ÿÿÿÿ#@Þ€€$Q€j€%H€uÿÿÿÿ&€1€1€ÿÿÿÿ'@Þ€€(Q€j€)PPtr<EditorExtension>m_FileIDm_PathIDPPtr<PrefabInstance>m_DefaultReferencesm_Iconm_ExecutionOrderm_ClassNamem_Namespacedh\ày¯Èôã™AÁ]½þH¤4ƒ»x9°˜9Packages/com.unity.timeline/Runtime/TimelineAttributes.csày¯TimelineAttributes€using System;
using UnityEngine;
namespace UnityEngine.Timeline
{
/// <summary>
/// Specifies the type of PlayableAsset that a TrackAsset derived class can create clips of.
/// </summary>
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
public class TrackClipTypeAttribute : Attribute
{
/// <summary>
/// The type of the clip class associate with this track
/// </summary>
public readonly Type inspectedType;
/// <summary>
/// Whether to allow automatic creation of these types.
/// </summary>
public readonly bool allowAutoCreate; // true will make it show up in menus
/// <summary>
/// </summary>
/// <param name="clipClass">The type of the clip class to associate with this track. Must derive from PlayableAsset.</param>
public TrackClipTypeAttribute(Type clipClass)
{
inspectedType = clipClass;
allowAutoCreate = true;
}
/// <summary>
/// </summary>
/// <param name="clipClass">The type of the clip class to associate with this track. Must derive from PlayableAsset.</param>
/// <param name="allowAutoCreate">Whether to allow automatic creation of these types. Default value is true.</param>
/// <remarks>Setting allowAutoCreate to false will cause Timeline to not show menu items for creating clips of this type.</remarks>
public TrackClipTypeAttribute(Type clipClass, bool allowAutoCreate)
{
inspectedType = clipClass;
allowAutoCreate = false;
}
}
/// <summary>
/// Apply this to a PlayableBehaviour class or field to indicate that it is not animatable.
/// </summary>
[AttributeUsage(AttributeTargets.Field | AttributeTargets.Class)]
public class NotKeyableAttribute : Attribute
{
}
/// <summary>
/// Options for track binding
/// </summary>
[Flags]
public enum TrackBindingFlags
{
/// <summary>
/// No options specified
/// </summary>
None = 0,
/// <summary>
/// Allow automatic creating of component during gameObject drag and drop
/// </summary>
AllowCreateComponent = 1,
/// <summary>
/// All options specified
/// </summary>
All = AllowCreateComponent
}
/// <summary>
/// Specifies the type of object that should be bound to a TrackAsset.
/// </summary>
/// <example>
/// <code>
/// using UnityEngine;
/// using UnityEngine.Timeline;
/// [TrackBindingType(typeof(Light), TrackBindingFlags.AllowCreateComponent)]
/// public class LightTrack : TrackAsset
/// {
/// }
/// </code>
/// </example>
/// <remarks>
/// Use this attribute when creating Custom Tracks to specify the type of object the track requires a binding to.
/// </remarks>
[AttributeUsage(AttributeTargets.Class)]
public class TrackBindingTypeAttribute : Attribute
{
/// <summary>
/// The type of binding for the associate track
/// </summary>
public readonly Type type;
/// <summary>
/// Options for the the track binding
/// </summary>
public readonly TrackBindingFlags flags;
public TrackBindingTypeAttribute(Type type)
{
this.type = type;
this.flags = TrackBindingFlags.All;
}
public TrackBindingTypeAttribute(Type type, TrackBindingFlags flags)
{
this.type = type;
this.flags = flags;
}
}
// indicates that child tracks are permitted on a track
// internal because not fully supported on custom classes yet
[AttributeUsage(AttributeTargets.Class, Inherited = false)]
class SupportsChildTracksAttribute : Attribute
{
public readonly Type childType;
public readonly int levels;
public SupportsChildTracksAttribute(Type childType = null, int levels = Int32.MaxValue)
{
this.childType = childType;
this.levels = levels;
}
}
// indicates that the type should not be put on a PlayableTrack
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = true)]
class IgnoreOnPlayableTrackAttribute : System.Attribute {}
// used to flag properties as using a time field (second/frames) display
class TimeFieldAttribute : PropertyAttribute
{
public enum UseEditMode
{
None,
ApplyEditMode
}
public UseEditMode useEditMode { get; }
public TimeFieldAttribute(UseEditMode useEditMode = UseEditMode.ApplyEditMode)
{
this.useEditMode = useEditMode;
}
}
/// <summary>
/// Use this attribute to hide a class from Timeline menus.
/// </summary>
[AttributeUsage(AttributeTargets.Class, Inherited = false)]
public class HideInMenuAttribute : Attribute {}
///<summary>
/// Use this attribute to customize the appearance of a Marker.
/// </summary>
/// Specify the style to use to draw a Marker.
/// <example>
/// [CustomStyle("MyStyle")]
/// public class MyMarker : UnityEngine.Timeline.Marker {}
/// </example>
/// How to create a custom style rule:
/// 1) Create a 'common.uss' USS file in an Editor folder in a StyleSheets/Extensions folder hierarchy.
/// Example of valid folder paths:
/// - Assets/Editor/StyleSheets/Extensions
/// - Assets/Editor/Markers/StyleSheets/Extensions
/// - Assets/Timeline/Editor/MyMarkers/StyleSheets/Extensions
/// Rules in 'dark.uss' are used if you use the Pro Skin and rules in 'light.uss' are used otherwise.
///
/// 2)In the USS file, create a styling rule to customize the appearance of the marker.
/// <example>
/// MyStyle
/// {
/// /* Specify the appearance of the marker in the collapsed state here. */
/// }
///
/// MyStyle:checked
/// {
/// /* Specify the appearance of the marker in the expanded state here. */
/// }
///
/// MyStyle:focused:checked
/// {
/// /* Specify the appearance of the marker in the selected state here. */
/// }
/// </example>
/// <seealso cref="UnityEngine.Timeline.Marker"/>
[AttributeUsage(AttributeTargets.Class)]
public class CustomStyleAttribute : Attribute
{
/// <summary>
/// The name of the USS style.
/// </summary>
public readonly string ussStyle;
/// <param name="ussStyle">The name of the USS style.</param>
public CustomStyleAttribute(string ussStyle)
{
this.ussStyle = ussStyle;