using System; namespace UnityEditor.Recorder { /// /// This class represents the different types of input that can receive frame data from a object. /// /// public class RecorderInput : IDisposable { /// /// The settings of the Recorder input data. /// These can be of type , , /// or . /// public RecorderInputSettings settings { get; set; } /// /// The finalizer of the class. /// ~RecorderInput() { Dispose(false); } /// /// Cleans up the Recorder input's resources. /// public void Dispose() { Dispose(true); } /// /// Cleans up the Recorder input's resources. /// /// This flag is True when the method is being called by a user's /// method, otherwise it means that it has been called by a finalizer and you should only dispose of unmanaged /// resources. protected virtual void Dispose(bool disposing) { GC.SuppressFinalize(this); } protected internal virtual void SessionCreated(RecordingSession session) {} protected internal virtual void BeginRecording(RecordingSession session) {} protected internal virtual void NewFrameStarting(RecordingSession session) {} internal virtual void SkipFrame(RecordingSession session) {} protected internal virtual void NewFrameReady(RecordingSession session) {} protected internal virtual void FrameDone(RecordingSession session) {} protected internal virtual void EndRecording(RecordingSession session) {} } }