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<doc>
  <members>
    <assembly>
      <name>UnityEngine.Timeline</name>
    </assembly>
    <member name="T:UnityEngine.Timeline.ActivationControlPlayable">
      <summary>
        <para>Playable that controls the active state of a GameObject.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ActivationControlPlayable.gameObject">
      <summary>
        <para>GameObject to control it active state.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ActivationControlPlayable.postPlayback">
      <summary>
        <para>The active state to set on the GameObject after the graph has been stopped</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Timeline.ActivationControlPlayable.PostPlaybackState">
      <summary>
        <para>The state of a GameObject's activeness when a PlayableGraph stops.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ActivationControlPlayable.PostPlaybackState.Active">
      <summary>
        <para>Set the GameObject to active when the PlayableGraph stops.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ActivationControlPlayable.PostPlaybackState.Inactive">
      <summary>
        <para>Set the GameObject to inactive when the PlayableGraph stops.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ActivationControlPlayable.PostPlaybackState.Revert">
      <summary>
        <para>Revert the GameObject to the active state it was before the PlayableGraph started.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Timeline.ActivationTrack">
      <summary>
        <para>An activation track is a track that can be used to control the active state of a GameObject.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.ActivationTrack.postPlaybackState">
      <summary>
        <para>Specifies what state to leave the GameObject in after the Timeline has finished playing.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Timeline.ActivationTrack.PostPlaybackState">
      <summary>
        <para>Specify what state the GameObject is set to after the Timeline has finished playing.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ActivationTrack.PostPlaybackState.Active">
      <summary>
        <para>Set the GameObject to active.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ActivationTrack.PostPlaybackState.Inactive">
      <summary>
        <para>Set the GameObject to Inactive.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ActivationTrack.PostPlaybackState.LeaveAsIs">
      <summary>
        <para>Leave the GameObject in the state it was when the Timeline was stopped.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ActivationTrack.PostPlaybackState.Revert">
      <summary>
        <para>Revert the GameObject to the state in was in before the Timeline was playing.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Timeline.AnimationPlayableAsset">
      <summary>
        <para>A playable asset wrapper that represents a single AnimationClip clip in Timeline.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.AnimationPlayableAsset.clip">
      <summary>
        <para>The animation clip.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.AnimationPlayableAsset.eulerAngles">
      <summary>
        <para>The euler angle representation of the root motion rotation offset of the clip.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.AnimationPlayableAsset.matchTargetFields">
      <summary>
        <para>Specify which fields should be matched when aligning offsets.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.AnimationPlayableAsset.position">
      <summary>
        <para>The root motion position offset of the clip.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.AnimationPlayableAsset.rotation">
      <summary>
        <para>The root motion rotation offset of the clip.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.AnimationPlayableAsset.useTrackMatchFields">
      <summary>
        <para>Specifies to use matching options as defined by the track.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Timeline.AnimationPlayableAsset.ResetOffsets">
      <summary>
        <para>Resets the root motion offsets to default values.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Timeline.AnimationTrack">
      <summary>
        <para>A Timeline track used for playing back animations on an Animator.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.AnimationTrack.applyAvatarMask">
      <summary>
        <para>Specifies whether to apply the AvatarMask to the track.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.AnimationTrack.applyOffsets">
      <summary>
        <para>Specifies whether to apply track root motion offsets to all clips on the track.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.AnimationTrack.avatarMask">
      <summary>
        <para>Specifies an AvatarMask to be applied.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.AnimationTrack.eulerAngles">
      <summary>
        <para>The euler angle representation of the root motion rotation offset of the entire track.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.AnimationTrack.inClipMode">
      <summary>
        <para>Specifies whether the Animation Track has clips, or is in infinite mode.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.AnimationTrack.matchTargetFields">
      <summary>
        <para>Specifies which fields to match when aligning root motion offsets of clips.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.AnimationTrack.openClipOffsetEulerAngles">
      <summary>
        <para>The euler angle representation of the root motion rotation offset of the track when in infinite mode.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.AnimationTrack.openClipOffsetPosition">
      <summary>
        <para>This represents the root motion position offset of a track in infinite mode.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.AnimationTrack.openClipOffsetRotation">
      <summary>
        <para>This represents the root motion rotation offset of a track in infinite mode.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.AnimationTrack.position">
      <summary>
        <para>The root motion position offset of the entire track.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.AnimationTrack.rotation">
      <summary>
        <para>The root motion rotation offset of the entire track.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Timeline.AnimationTrack.CreateClip(UnityEngine.AnimationClip)">
      <summary>
        <para>Creates a TimelineClip using an AnimationClip.</para>
      </summary>
      <param name="clip">Source animation clip of the resulting TimelineClip.</param>
      <returns>
        <para>A new TimelineClip which has an AnimationPlayableAsset asset attached.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Timeline.AnimationTrack.CreateRecordableClip(System.String)">
      <summary>
        <para>Creates a TimelineClip, AnimationPlayableAsset and an AnimationClip. Use this clip to record in a timeline.</para>
      </summary>
      <param name="animClipName">The name of the animation clip to create.</param>
      <returns>
        <para>Returns a new TimelineClip with an AnimationPlayableAsset asset attached.</para>
      </returns>
    </member>
    <member name="T:UnityEngine.Timeline.AudioPlayableAsset">
      <summary>
        <para>PlayableAsset wrapper for an AudioClip in Timeline.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.AudioPlayableAsset.clip">
      <summary>
        <para>The audio clip this asset will generate a player for.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Timeline.AudioTrack">
      <summary>
        <para>A Timeline track that can play AudioClips.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Timeline.AudioTrack.CreateClip(UnityEngine.AudioClip)">
      <summary>
        <para>Create an TimelineClip for playing an AudioClip on this track.</para>
      </summary>
      <param name="clip">The audio clip to play.</param>
      <returns>
        <para>A TimelineClip with an AudioPlayableAsset asset.</para>
      </returns>
    </member>
    <member name="T:UnityEngine.Timeline.ClipCaps">
      <summary>
        <para>Describes the timeline features supported by clips representing this playable.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ClipCaps.All">
      <summary>
        <para>All features are supported.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ClipCaps.Blending">
      <summary>
        <para>The clip representing the playable supports blending between clips.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ClipCaps.ClipIn">
      <summary>
        <para>The clip representing the playable supports initial local times greater than zero.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ClipCaps.Extrapolation">
      <summary>
        <para>The clip representing this playable supports clip extrapolation.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ClipCaps.Looping">
      <summary>
        <para>The clip representing this playable supports loops.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ClipCaps.None">
      <summary>
        <para>No features are supported.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ClipCaps.SpeedMultiplier">
      <summary>
        <para>The clip representing this playable supports time scaling.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Timeline.ControlPlayableAsset">
      <summary>
        <para>Asset that generates playables for controlling time-related elements on a GameObject.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ControlPlayableAsset.active">
      <summary>
        <para>Indicate if the playable will use Activation.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ControlPlayableAsset.particleRandomSeed">
      <summary>
        <para>Let the particle systems behave the same way on each execution.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ControlPlayableAsset.postPlayback">
      <summary>
        <para>Indicates the active state of the gameObject when the Timeline is stopped.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ControlPlayableAsset.prefabGameObject">
      <summary>
        <para>Prefab object that will be instantiated.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ControlPlayableAsset.searchHierarchy">
      <summary>
        <para>Indicate whether to search the entire hierachy for controlable components.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ControlPlayableAsset.sourceGameObject">
      <summary>
        <para>GameObject in the scene to control, or the parent of the instantiated prefab.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ControlPlayableAsset.updateDirector">
      <summary>
        <para>Indicate if user wants to control PlayableDirectors.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ControlPlayableAsset.updateITimeControl">
      <summary>
        <para>Indicates that whether Monobehaviours implementing ITimeControl on the gameObject will be controlled.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.ControlPlayableAsset.updateParticle">
      <summary>
        <para>Indicates if user wants to control ParticleSystems.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Timeline.ControlTrack">
      <summary>
        <para>A Track whose clips control time-related elements on a GameObject.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Timeline.DirectorControlPlayable">
      <summary>
        <para>Playable used to control other PlayableDirectors.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.DirectorControlPlayable.director">
      <summary>
        <para>The PlayableDirector to control.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Timeline.GroupTrack">
      <summary>
        <para>A group track is a container that allows tracks to be arranged in a hierarchical manner.</para>
      </summary>
    </member>
    <member name="?:UnityEngine.Timeline.IPropertyCollector">
      <summary>
        <para>Interface used to inform the Timeline Editor about potential property modifications that may occur while previewing.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Timeline.IPropertyCollector.AddFromClip(UnityEngine.AnimationClip)">
      <summary>
        <para>Add property modifications modified by an animation clip.</para>
      </summary>
      <param name="clip"></param>
      <param name="obj"></param>
    </member>
    <member name="M:UnityEngine.Timeline.IPropertyCollector.AddFromClip(UnityEngine.GameObject,UnityEngine.AnimationClip)">
      <summary>
        <para>Add property modifications modified by an animation clip.</para>
      </summary>
      <param name="clip"></param>
      <param name="obj"></param>
    </member>
    <member name="M:UnityEngine.Timeline.IPropertyCollector.AddFromName(System.String)">
      <summary>
        <para>Add property modifications using the serialized property name.</para>
      </summary>
      <param name="name"></param>
      <param name="obj"></param>
    </member>
    <member name="M:UnityEngine.Timeline.IPropertyCollector.AddFromName(System.String)">
      <summary>
        <para>Add property modifications using the serialized property name.</para>
      </summary>
      <param name="name"></param>
      <param name="obj"></param>
    </member>
    <member name="M:UnityEngine.Timeline.IPropertyCollector.AddFromName(UnityEngine.GameObject,System.String)">
      <summary>
        <para>Add property modifications using the serialized property name.</para>
      </summary>
      <param name="name"></param>
      <param name="obj"></param>
    </member>
    <member name="M:UnityEngine.Timeline.IPropertyCollector.AddFromName(UnityEngine.GameObject,System.String)">
      <summary>
        <para>Add property modifications using the serialized property name.</para>
      </summary>
      <param name="name"></param>
      <param name="obj"></param>
    </member>
    <member name="M:UnityEngine.Timeline.IPropertyCollector.AddObjectProperties(UnityEngine.Object,UnityEngine.AnimationClip)">
      <summary>
        <para>Add property modifications for a ScriptableObject.</para>
      </summary>
      <param name="obj"></param>
      <param name="clip"></param>
    </member>
    <member name="M:UnityEngine.Timeline.IPropertyCollector.PopActiveGameObject">
      <summary>
        <para>Removes the active GameObject from the modification stack, restoring the previous value.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Timeline.IPropertyCollector.PushActiveGameObject(UnityEngine.GameObject)">
      <summary>
        <para>Sets the active game object for subsequent property modifications.</para>
      </summary>
      <param name="gameObject"></param>
    </member>
    <member name="?:UnityEngine.Timeline.IPropertyPreview">
      <summary>
        <para>Implement this interface in a PlayableAsset to specify which properties will be modified when Timeline is in preview mode.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Timeline.IPropertyPreview.GatherProperties(UnityEngine.Playables.PlayableDirector,UnityEngine.Timeline.IPropertyCollector)">
      <summary>
        <para>Called by the Timeline Editor to gather properties requiring preview.</para>
      </summary>
      <param name="director"></param>
      <param name="driver"></param>
    </member>
    <member name="?:UnityEngine.Timeline.ITimeControl">
      <summary>
        <para>Interface that can be implemented by MonoBehaviours indicating that they receive time-related control calls from a PlayableGraph.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Timeline.ITimeControl.OnControlTimeStart">
      <summary>
        <para>Called when the associated Timeline clip becomes active.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Timeline.ITimeControl.OnControlTimeStop">
      <summary>
        <para>Called when the associated Timeline clip becomes deactivated.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Timeline.ITimeControl.SetTime(System.Double)">
      <summary>
        <para>Called each frame the Timeline clip is active.</para>
      </summary>
      <param name="time">The local time of the associated Timeline clip.</param>
    </member>
    <member name="?:UnityEngine.Timeline.ITimelineClipAsset">
      <summary>
        <para>Implement this interface to support advanced features of timeline clips.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.ITimelineClipAsset.clipCaps">
      <summary>
        <para>Returns a description of the features supported by clips representing playables implementing this interface.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Timeline.NotKeyableAttribute">
      <summary>
        <para>Attribute to apply to a ScriptPlayable class or property to indicate that it is not animatable.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Timeline.ParticleControlPlayable">
      <summary>
        <para>Playable that synchronizes a particle system simulation.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.ParticleControlPlayable.particleSystem">
      <summary>
        <para>Which particle system to control.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Timeline.PlayableTrack">
      <summary>
        <para>A PlayableTrack is a track whose clips are custom playables.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Timeline.PrefabControlPlayable">
      <summary>
        <para>Playable that controls and instantiates a Prefab.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.PrefabControlPlayable.prefabInstance">
      <summary>
        <para>The instance of the prefab that has been generated for this playable.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Timeline.TimelineAsset">
      <summary>
        <para>A PlayableAsset that represents a timeline.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineAsset.duration">
      <summary>
        <para>The length in seconds of the timeline.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineAsset.durationMode">
      <summary>
        <para>How the duration of a timeline is calculated.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineAsset.fixedDuration">
      <summary>
        <para>The length of the timeline when the durationMode is set to fixed length.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineAsset.outputTrackCount">
      <summary>
        <para>Returns the the number of output tracks in the Timeline.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineAsset.rootTrackCount">
      <summary>
        <para>Returns the number of tracks at the root level of the timeline.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Timeline.TimelineAsset.CreateTrack(UnityEngine.Timeline.TrackAsset,System.String)">
      <summary>
        <para>Allows you to create a track and add it to the Timeline.</para>
      </summary>
      <param name="parent">Track to parent to. This can be null.</param>
      <param name="name">Name to give the track.</param>
      <returns>
        <para>The created track.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Timeline.TimelineAsset.DeleteClip(UnityEngine.Timeline.TimelineClip)">
      <summary>
        <para>Delete a clip from this timeline.</para>
      </summary>
      <param name="clip">The clip to delete.</param>
      <returns>
        <para>Returns true if the removal was successful.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Timeline.TimelineAsset.DeleteTrack(UnityEngine.Timeline.TrackAsset)">
      <summary>
        <para>Deletes a track from a timeline, including all clips and subtracks.</para>
      </summary>
      <param name="track">The track to delete. It must be owned by the Timeline.</param>
      <returns>
        <para>True if the track was deleted successfully.</para>
      </returns>
    </member>
    <member name="T:UnityEngine.Timeline.TimelineAsset.DurationMode">
      <summary>
        <para>How the duration of the timeline is determined.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.TimelineAsset.DurationMode.BasedOnClips">
      <summary>
        <para>The duration of the timeline is determined based on the clips present.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.TimelineAsset.DurationMode.FixedLength">
      <summary>
        <para>The duration of the timeline is a fixed length.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Timeline.TimelineAsset.GetOutputTrack(System.Int32)">
      <summary>
        <para>Retrives the output track from the given index.</para>
      </summary>
      <param name="index">Index of the output track to retrieve. Must be between 0 and outputTrackCount.</param>
    </member>
    <member name="M:UnityEngine.Timeline.TimelineAsset.GetOutputTracks">
      <summary>
        <para>Gets a list of all output tracks in the Timeline.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Timeline.TimelineAsset.GetRootTrack(System.Int32)">
      <summary>
        <para>Retrieves at root track at the specified index.</para>
      </summary>
      <param name="index">Index of the root track to get. Must be between 0 and rootTrackCount.</param>
    </member>
    <member name="M:UnityEngine.Timeline.TimelineAsset.GetRootTracks">
      <summary>
        <para>Get an enumerable list of all root tracks.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Timeline.TimelineClip">
      <summary>
        <para>Represents a clip on the timeline.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineClip.animationClip">
      <summary>
        <para>An AnimationClip containing animated parameters.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineClip.asset">
      <summary>
        <para>Reference to a serializable IPlayableAsset representing the specialization of the clip.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineClip.clipCaps">
      <summary>
        <para>Feature capabilities supported by this clip.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineClip.clipIn">
      <summary>
        <para>Time to start playing the clip at.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineClip.duration">
      <summary>
        <para>The length in seconds of the clip.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineClip.end">
      <summary>
        <para>The end time of the clip.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineClip.extrapolatedDuration">
      <summary>
        <para>The length of the clip including extrapolation.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineClip.extrapolatedStart">
      <summary>
        <para>The start time of the clip when extrapolation is considered.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineClip.hasBlendIn">
      <summary>
        <para>Does the clip have blend in?</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineClip.hasBlendOut">
      <summary>
        <para>Does the clip have a non-zero blend out?</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineClip.hasPostExtrapolation">
      <summary>
        <para>Is the clip being extrapolated past it's end time?</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineClip.hasPreExtrapolation">
      <summary>
        <para>Is the clip being extrapolated before it's start time?</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineClip.parentTrack">
      <summary>
        <para>Returns the parent track where this clip is attached.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineClip.postExtrapolationMode">
      <summary>
        <para>The extrapolation mode for time beyond the end of the clip.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineClip.preExtrapolationMode">
      <summary>
        <para>The extrapolation mode for the time before the start of the clip.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineClip.start">
      <summary>
        <para>The start time of the clip.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TimelineClip.timeScale">
      <summary>
        <para>The time scale of the clip.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Timeline.TimelineClip.ClipExtrapolation">
      <summary>
        <para>How the clip handles time outside it's start and end range.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.TimelineClip.ClipExtrapolation.Continue">
      <summary>
        <para>Lets the underlying asset handle extrapolated time values.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.TimelineClip.ClipExtrapolation.Hold">
      <summary>
        <para>Hold the time at the end value of the clip.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.TimelineClip.ClipExtrapolation.Loop">
      <summary>
        <para>Loop time values outside the start/end range.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.TimelineClip.ClipExtrapolation.None">
      <summary>
        <para>No extrapolation is applied.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Timeline.TimelineClip.ToLocalTime(System.Double)">
      <summary>
        <para>Converts from global time to a clips local time.</para>
      </summary>
      <param name="time">Global time value.</param>
      <returns>
        <para>Time local to the clip.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Timeline.TimelineClip.ToLocalTimeUnbound(System.Double)">
      <summary>
        <para>Converts from global time to a clips local time, ignoring extrapolation.</para>
      </summary>
      <param name="time">Global time value.</param>
      <returns>
        <para>Unbound time value relative to the clip.</para>
      </returns>
    </member>
    <member name="T:UnityEngine.Timeline.TimelinePlayable">
      <summary>
        <para>Playable generated by a Timeline.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Timeline.TrackAsset">
      <summary>
        <para>A PlayableAsset Representing a track inside a timeline.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TrackAsset.isEmpty">
      <summary>
        <para>Does this track have any clips?</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TrackAsset.isSubTrack">
      <summary>
        <para>Is this track a subtrack?</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TrackAsset.locked">
      <summary>
        <para>The local locked state of the track.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TrackAsset.lockedInHierarchy">
      <summary>
        <para>The locked state of a track. (Read Only)</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TrackAsset.muted">
      <summary>
        <para>Mutes the track, excluding it from the generated PlayableGraph.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TrackAsset.outputs">
      <summary>
        <para>A description of the outputs of the instantiated Playable.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TrackAsset.parent">
      <summary>
        <para>The owner of this track.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Timeline.TrackAsset.timelineAsset">
      <summary>
        <para>The TimelineAsset this track belongs to.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Timeline.TrackAsset.CreateClip">
      <summary>
        <para>Creates a clip on the track with a custom playable asset attached, whose type is specified by T. Throws an InvalidOperationException if the specified type is not supported by the track.</para>
      </summary>
      <returns>
        <para>A TimelineClip whose asset is of type T.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Timeline.TrackAsset.CreateDefaultClip">
      <summary>
        <para>Creates a default clip for this track, where the clip's asset type is based on any  TrackClipTypeAttributes marking the track.</para>
      </summary>
      <returns>
        <para>A new TimelineClip that is attached to the track.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Timeline.TrackAsset.CreateTrackMixer(UnityEngine.Playables.PlayableGraph,UnityEngine.GameObject,System.Int32)">
      <summary>
        <para>Creates a mixer used to blend playables generated by clips on the track.</para>
      </summary>
      <param name="graph">The graph to inject playables to.</param>
      <param name="go">The GameObject that requested the graph.</param>
      <param name="inputCount">The number of playables from clips that will be mixed.</param>
      <returns>
        <para>A handle to the Playable representing the mixer.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Timeline.TrackAsset.GetChildTracks">
      <summary>
        <para>The list of subtracks or child tracks attached to this track.</para>
      </summary>
      <returns>
        <para>Child tracks owned directly by this object.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Timeline.TrackAsset.GetClips">
      <summary>
        <para>Returns an enumerable list of clips owned by the track.</para>
      </summary>
      <returns>
        <para>The list of clips owned by the track.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Timeline.TrackAsset.OnAfterTrackDeserialize">
      <summary>
        <para>Override this method to receive a callback after Unity deserializes your track.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Timeline.TrackAsset.OnBeforeTrackSerialize">
      <summary>
        <para>Override this method to receive a callback before Unity serializes your track.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Timeline.TrackAsset.OnCreateClip(UnityEngine.Timeline.TimelineClip)">
      <summary>
        <para>Called when a clip is created on a track. Use this method to set default values on a timeline clip, or on it's PlayableAsset.</para>
      </summary>
      <param name="clip">The timeline clip added to this track.</param>
    </member>
    <member name="T:UnityEngine.Timeline.TrackAssetExtensions">
      <summary>
        <para>Extension methods for Track Assets.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Timeline.TrackAssetExtensions.GetGroup(UnityEngine.Timeline.TrackAsset)">
      <summary>
        <para>Gets the GroupTrack this track belongs to.</para>
      </summary>
      <param name="asset">The track asset.</param>
      <returns>
        <para>The parent GroupTrack or null if the Track is an override track, or root track.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Timeline.TrackAssetExtensions.SetGroup(UnityEngine.Timeline.TrackAsset,UnityEngine.Timeline.GroupTrack)">
      <summary>
        <para>Assigns the track to the specified group track.</para>
      </summary>
      <param name="asset">The track to asset.</param>
      <param name="group">The GroupTrack to assign the track to.</param>
    </member>
    <member name="T:UnityEngine.Timeline.TrackBindingFlags">
      <summary>
        <para>Specify these options when using a binding type for a custom TrackAsset.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.TrackBindingFlags.All">
      <summary>
        <para>Specifies all options. This is the default.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.TrackBindingFlags.AllowCreateComponent">
      <summary>
        <para>Specifies the automatic creation of component types, when required.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.TrackBindingFlags.None">
      <summary>
        <para>Specifies no options.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Timeline.TrackBindingTypeAttribute">
      <summary>
        <para>Specifies the type of object that should be bound to a TrackAsset.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.TrackBindingTypeAttribute.flags">
      <summary>
        <para>Options related to the track binding.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Timeline.TrackBindingTypeAttribute.type">
      <summary>
        <para>The type of object that the track requires a binding to.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Timeline.TrackClipTypeAttribute">
      <summary>
        <para>Specifies the type of PlayableAsset  that this track can create clips representing.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Timeline.TrackClipTypeAttribute.#ctor(System.Type)">
      <summary>
        <para>Specifies the type of PlayableAsset  that this track can create clips representing.</para>
      </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>
    </member>
    <member name="M:UnityEngine.Timeline.TrackClipTypeAttribute.#ctor(System.Type,System.Boolean)">
      <summary>
        <para>Specifies the type of PlayableAsset  that this track can create clips representing.</para>
      </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>
    </member>
    <member name="T:UnityEngine.Timeline.TrackColorAttribute">
      <summary>
        <para>Attribute used to specify the color of the track and its clips inside the Timeline Editor.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Timeline.TrackColorAttribute.#ctor(System.Single,System.Single,System.Single)">
      <summary>
        <para>Specify the track color using [0-1] R,G,B values.</para>
      </summary>
      <param name="r">Red value   [0-1].</param>
      <param name="g">Green value [0-1].</param>
      <param name="b">Blue value [0-1].</param>
    </member>
  </members>
</doc>
