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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);
- }
- }
- }
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