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28 lines
875 B
C#

1 year ago
using UnityEditor;
using UnityEditor.Timeline;
using UnityEngine.Playables;
namespace UnityEngine.Timeline
{
[CustomEditor(typeof(AudioPlayableAsset))]
class AudioPlayableAssetInspector : BasicAssetInspector
{
public override void OnPlayableAssetChangedInInspector()
{
// At this point, we are guaranteed that the Timeline window is focused on
// the correct asset and that a single clip is selected (see ClipInspector)
if (TimelineEditor.inspectedDirector == null)
// Do nothing if in asset mode
return;
var asset = (AudioPlayableAsset)target;
if (TimelineEditor.inspectedDirector.state == PlayState.Playing)
asset.LiveLink();
else
TimelineEditor.Refresh(RefreshReason.ContentsModified);
}
}
}