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- using UnityEngine.Timeline;
-
- namespace UnityEditor.Timeline
- {
- // Simple inspector used by built in assets
- // that only need to hide the script field
- class BasicAssetInspector : Editor, IInspectorChangeHandler
- {
- bool m_ShouldRebuild;
- 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);
- }
-
- m_ShouldRebuild = serializedObject.ApplyModifiedProperties();
- EditorGUI.EndChangeCheck();
- }
-
- public virtual void OnPlayableAssetChangedInInspector()
- {
- if (m_ShouldRebuild)
- {
- TimelineEditor.Refresh(RefreshReason.ContentsModified);
- }
-
- m_ShouldRebuild = false;
- }
-
- static bool SkipField(string fieldName)
- {
- return fieldName == "m_Script";
- }
- }
-
- [CustomEditor(typeof(ActivationPlayableAsset))]
- class ActivationPlayableAssetInspector : BasicAssetInspector { }
- }
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