From c55fba8ab2a1c9d3df65eda4a5a1e957f4aa1f78 Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Sun, 19 Apr 2020 17:19:32 -0400 Subject: Inital commit --- .../Editor/Audio/AudioPlayableAssetInspector.cs | 27 ++++++++++++++++++++++ 1 file changed, 27 insertions(+) create mode 100644 Library/PackageCache/com.unity.timeline@1.2.13/Editor/Audio/AudioPlayableAssetInspector.cs (limited to 'Library/PackageCache/com.unity.timeline@1.2.13/Editor/Audio/AudioPlayableAssetInspector.cs') 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 new file mode 100644 index 0000000..31897fc --- /dev/null +++ b/Library/PackageCache/com.unity.timeline@1.2.13/Editor/Audio/AudioPlayableAssetInspector.cs @@ -0,0 +1,27 @@ +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); + } + } +} -- cgit v1.2.3