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-rw-r--r--Library/PackageCache/com.unity.timeline@1.2.13/Editor/inspectors/BasicAssetInspector.cs41
1 files changed, 41 insertions, 0 deletions
diff --git a/Library/PackageCache/com.unity.timeline@1.2.13/Editor/inspectors/BasicAssetInspector.cs b/Library/PackageCache/com.unity.timeline@1.2.13/Editor/inspectors/BasicAssetInspector.cs
new file mode 100644
index 0000000..d746c9f
--- /dev/null
+++ b/Library/PackageCache/com.unity.timeline@1.2.13/Editor/inspectors/BasicAssetInspector.cs
@@ -0,0 +1,41 @@
+using UnityEngine.Timeline;
+
+namespace UnityEditor.Timeline
+{
+ // Simple inspector used by built in assets
+ // that only need to hide the script field
+ class BasicAssetInspector : Editor
+ {
+ public override void OnInspectorGUI()
+ {
+ EditorGUI.BeginChangeCheck();
+ serializedObject.Update();
+
+ SerializedProperty property = serializedObject.GetIterator();
+ bool expanded = true;
+ while (property.NextVisible(expanded))
+ {
+ expanded = false;
+ if (SkipField(property.propertyPath))
+ continue;
+ EditorGUILayout.PropertyField(property, true);
+ }
+
+ serializedObject.ApplyModifiedProperties();
+ EditorGUI.EndChangeCheck();
+ }
+
+ public virtual void ApplyChanges()
+ {
+ TimelineEditor.Refresh(RefreshReason.ContentsModified);
+ }
+
+ static bool SkipField(string fieldName)
+ {
+ return fieldName == "m_Script";
+ }
+ }
+
+ [CustomEditor(typeof(ActivationPlayableAsset))]
+ class ActivationPlayableAssetInspector : BasicAssetInspector {}
+}