Version: 2020.2
LanguageEnglish
  • C#

AnimationWindow

class in UnityEditor

/

Inherits from:EditorWindow


Implements interfaces:IHasCustomMenu

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Description

Use the AnimationWindow class to select and edit Animation clips.

The Animation window will update when selecting Animation clips in the Project window or game objects with Animation players (such as Animator or Animation) in the Scene hierarchy.

Properties

animationClipThe animation clip selected in the Animation window.
canPreviewTrue if Animation window can enable preview mode. False otherwise. (Read Only)
canRecordTrue if Animation window can enable recording mode. False otherwise. (Read Only)
frameThe frame number at which the Animation window playhead is located.
playingThis property toggles animation playback in the Animation window.
previewingThis property toggles previewing in the Animation window.
recordingThis property toggles recording in the Animation window.
timeThe time value at which the Animation window playhead is located.

Inherited Members

Static Properties

focusedWindowThe EditorWindow which currently has keyboard focus. (Read Only)
mouseOverWindowThe EditorWindow currently under the mouse cursor. (Read Only)

Properties

autoRepaintOnSceneChangeDoes the window automatically repaint whenever the Scene has changed?
dockedReturns true if EditorWindow is docked.
hasFocusReturns true if EditorWindow is focused.
hasUnsavedChangesWhen set to true in a derived class, the editor will prompt the user to save unsaved changes if the window is about to be closed.
maximizedIs this window maximized?
maxSizeThe maximum size of this window.
minSizeThe minimum size of this window.
positionThe desired position of the window in screen space.
rootVisualElementRetrieves the root visual element of this window hierarchy.
saveChangesMessageThe message that displays to the user if they are prompted to save
titleContentThe GUIContent used for drawing the title of EditorWindows.
wantsLessLayoutEventsSpecifies whether a layout pass is performed before all user events (for example, EventType.MouseDown or [[EventType, KeyDown]]), or is only performed before repaint events.
wantsMouseEnterLeaveWindowChecks whether MouseEnterWindow and MouseLeaveWindow events are received in the GUI in this Editor window.
wantsMouseMoveChecks whether MouseMove events are received in the GUI in this Editor window.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

BeginWindowsMark the beginning area of all popup windows.
CloseClose the editor window.
EndWindowsClose a window group started with EditorWindow.BeginWindows.
FocusMoves keyboard focus to another EditorWindow.
GetExtraPaneTypesGets the extra panes associated with the window.
RemoveNotificationStop showing notification message.
RepaintMake the window repaint.
SaveChangesPerforms a save action on the contents of the window.
SendEventSends an Event to a window.
ShowShow the EditorWindow window.
ShowAsDropDownShows a window with dropdown behaviour and styling.
ShowAuxWindowShow the editor window in the auxiliary window.
ShowModalShow modal editor window.
ShowModalUtilityShow the EditorWindow as a floating modal window.
ShowNotificationShow a notification message.
ShowPopupShows an Editor window using popup-style framing.
ShowUtilityShow the EditorWindow as a floating utility window.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the object.

Static Methods

CreateWindowCreates an EditorWindow of type T.
FocusWindowIfItsOpenFocuses the first found EditorWindow of specified type if it is open.
GetWindowReturns the first EditorWindow of type t which is currently on the screen.
GetWindowWithRectReturns the first EditorWindow of type t which is currently on the screen.
HasOpenInstancesChecks if an editor window is open.
DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
CreateInstanceCreates an instance of a scriptable object.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Messages

AwakeCalled as the new window is opened.
CreateGUICreateGUI is called when the EditorWindow's rootVisualElement is ready to be populated.
hasUnsavedChangesWhen set to true in a derived class, the editor will prompt the user to save unsaved changes if the window is about to be closed.
OnDestroyOnDestroy is called to close the EditorWindow window.
OnFocusCalled when the window gets keyboard focus.
OnGUIImplement your own editor GUI here.
OnHierarchyChangeHandler for message that is sent when an object or group of objects in the hierarchy changes.
OnInspectorUpdateOnInspectorUpdate is called at 10 frames per second to give the inspector a chance to update.
OnLostFocusCalled when the window loses keyboard focus.
OnProjectChangeHandler for message that is sent whenever the state of the project changes.
OnSelectionChangeCalled whenever the selection has changed.
saveChangesMessageThe message that displays to the user if they are prompted to save
UpdateCalled multiple times per second on all visible windows.
AwakeThis function is called when the ScriptableObject script is started.
OnDestroyThis function is called when the scriptable object will be destroyed.
OnDisableThis function is called when the scriptable object goes out of scope.
OnEnableThis function is called when the object is loaded.
OnValidateThis function is called when the script is loaded or a value is changed in the Inspector (Called in the editor only).
ResetReset to default values.