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authorAndrew Lee <alee14498@protonmail.com>2020-04-19 17:19:32 -0400
committerAndrew Lee <alee14498@protonmail.com>2020-04-19 17:19:32 -0400
commitc55fba8ab2a1c9d3df65eda4a5a1e957f4aa1f78 (patch)
treeee4d51c7c1d633e11f46453ef1edd3c77c4ef9f7 /Library/PackageCache/com.unity.timeline@1.2.13/Editor/Audio/AudioPlayableAssetInspector.cs
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diff --git a/Library/PackageCache/com.unity.timeline@1.2.13/Editor/Audio/AudioPlayableAssetInspector.cs b/Library/PackageCache/com.unity.timeline@1.2.13/Editor/Audio/AudioPlayableAssetInspector.cs
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+using UnityEditor;
+using UnityEditor.Timeline;
+using UnityEngine.Playables;
+
+namespace UnityEngine.Timeline
+{
+ [CustomEditor(typeof(AudioPlayableAsset))]
+ class AudioPlayableAssetInspector : BasicAssetInspector
+ {
+ public override void ApplyChanges()
+ {
+ // 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);
+ }
+ }
+}