Initial Commit
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using UnityEngine.Timeline;
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namespace UnityEditor.Timeline
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{
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// Simple inspector used by built in assets
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// that only need to hide the script field
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class BasicAssetInspector : Editor
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{
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public override void OnInspectorGUI()
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{
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EditorGUI.BeginChangeCheck();
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serializedObject.Update();
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SerializedProperty property = serializedObject.GetIterator();
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bool expanded = true;
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while (property.NextVisible(expanded))
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{
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expanded = false;
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if (SkipField(property.propertyPath))
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continue;
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EditorGUILayout.PropertyField(property, true);
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}
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serializedObject.ApplyModifiedProperties();
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EditorGUI.EndChangeCheck();
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}
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public virtual void ApplyChanges()
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{
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TimelineEditor.Refresh(RefreshReason.ContentsModified);
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}
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static bool SkipField(string fieldName)
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{
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return fieldName == "m_Script";
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}
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}
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[CustomEditor(typeof(ActivationPlayableAsset))]
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class ActivationPlayableAssetInspector : BasicAssetInspector {}
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}
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