Initial Commit
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using UnityEditor;
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using UnityEditor.Timeline;
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using UnityEngine.Playables;
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namespace UnityEngine.Timeline
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{
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[CustomEditor(typeof(AudioPlayableAsset))]
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class AudioPlayableAssetInspector : BasicAssetInspector
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{
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public override void ApplyChanges()
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{
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// At this point, we are guaranteed that the Timeline window is focused on
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// the correct asset and that a single clip is selected (see ClipInspector)
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if (TimelineEditor.inspectedDirector == null)
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// Do nothing if in asset mode
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return;
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var asset = (AudioPlayableAsset)target;
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if (TimelineEditor.inspectedDirector.state == PlayState.Playing)
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asset.LiveLink();
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else
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TimelineEditor.Refresh(RefreshReason.ContentsModified);
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}
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}
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}
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