class in UnityEditor
/
Inherits from:EditorWindow
Implements interfaces:IHasCustomMenu
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.
animationClip | The animation clip selected in the Animation window. |
canPreview | True if Animation window can enable preview mode. False otherwise. (Read Only) |
canRecord | True if Animation window can enable recording mode. False otherwise. (Read Only) |
frame | The frame number at which the Animation window playhead is located. |
playing | This property toggles animation playback in the Animation window. |
previewing | This property toggles previewing in the Animation window. |
recording | This property toggles recording in the Animation window. |
time | The time value at which the Animation window playhead is located. |
focusedWindow | The EditorWindow which currently has keyboard focus. (Read Only) |
mouseOverWindow | The EditorWindow currently under the mouse cursor. (Read Only) |
autoRepaintOnSceneChange | Does the window automatically repaint whenever the Scene has changed? |
docked | Returns true if EditorWindow is docked. |
hasFocus | Returns true if EditorWindow is focused. |
hasUnsavedChanges | When 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. |
maximized | Is this window maximized? |
maxSize | The maximum size of this window. |
minSize | The minimum size of this window. |
position | The desired position of the window in screen space. |
rootVisualElement | Retrieves the root visual element of this window hierarchy. |
saveChangesMessage | The message that displays to the user if they are prompted to save |
titleContent | The GUIContent used for drawing the title of EditorWindows. |
wantsLessLayoutEvents | Specifies whether a layout pass is performed before all user events (for example, EventType.MouseDown or [[EventType, KeyDown]]), or is only performed before repaint events. |
wantsMouseEnterLeaveWindow | Checks whether MouseEnterWindow and MouseLeaveWindow events are received in the GUI in this Editor window. |
wantsMouseMove | Checks whether MouseMove events are received in the GUI in this Editor window. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
BeginWindows | Mark the beginning area of all popup windows. |
Close | Close the editor window. |
EndWindows | Close a window group started with EditorWindow.BeginWindows. |
Focus | Moves keyboard focus to another EditorWindow. |
GetExtraPaneTypes | Gets the extra panes associated with the window. |
RemoveNotification | Stop showing notification message. |
Repaint | Make the window repaint. |
SaveChanges | Performs a save action on the contents of the window. |
SendEvent | Sends an Event to a window. |
Show | Show the EditorWindow window. |
ShowAsDropDown | Shows a window with dropdown behaviour and styling. |
ShowAuxWindow | Show the editor window in the auxiliary window. |
ShowModal | Show modal editor window. |
ShowModalUtility | Show the EditorWindow as a floating modal window. |
ShowNotification | Show a notification message. |
ShowPopup | Shows an Editor window using popup-style framing. |
ShowUtility | Show the EditorWindow as a floating utility window. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the object. |
CreateWindow | Creates an EditorWindow of type T. |
FocusWindowIfItsOpen | Focuses the first found EditorWindow of specified type if it is open. |
GetWindow | Returns the first EditorWindow of type t which is currently on the screen. |
GetWindowWithRect | Returns the first EditorWindow of type t which is currently on the screen. |
HasOpenInstances | Checks if an editor window is open. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
CreateInstance | Creates an instance of a scriptable object. |
bool | Does 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. |
Awake | Called as the new window is opened. |
CreateGUI | CreateGUI is called when the EditorWindow's rootVisualElement is ready to be populated. |
hasUnsavedChanges | When 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. |
OnDestroy | OnDestroy is called to close the EditorWindow window. |
OnFocus | Called when the window gets keyboard focus. |
OnGUI | Implement your own editor GUI here. |
OnHierarchyChange | Handler for message that is sent when an object or group of objects in the hierarchy changes. |
OnInspectorUpdate | OnInspectorUpdate is called at 10 frames per second to give the inspector a chance to update. |
OnLostFocus | Called when the window loses keyboard focus. |
OnProjectChange | Handler for message that is sent whenever the state of the project changes. |
OnSelectionChange | Called whenever the selection has changed. |
saveChangesMessage | The message that displays to the user if they are prompted to save |
Update | Called multiple times per second on all visible windows. |
Awake | This function is called when the ScriptableObject script is started. |
OnDestroy | This function is called when the scriptable object will be destroyed. |
OnDisable | This function is called when the scriptable object goes out of scope. |
OnEnable | This function is called when the object is loaded. |
OnValidate | This function is called when the script is loaded or a value is changed in the Inspector (Called in the editor only). |
Reset | Reset to default values. |