28 lines
		
	
	
		
			875 B
		
	
	
	
		
			C#
		
	
	
	
	
	
		
		
			
		
	
	
			28 lines
		
	
	
		
			875 B
		
	
	
	
		
			C#
		
	
	
	
	
	
|  | using UnityEditor; | ||
|  | using UnityEditor.Timeline; | ||
|  | using UnityEngine.Playables; | ||
|  | 
 | ||
|  | namespace UnityEngine.Timeline | ||
|  | { | ||
|  |     [CustomEditor(typeof(AudioPlayableAsset))] | ||
|  |     class AudioPlayableAssetInspector : BasicAssetInspector | ||
|  |     { | ||
|  |         public override void OnPlayableAssetChangedInInspector() | ||
|  |         { | ||
|  |             // 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); | ||
|  |         } | ||
|  |     } | ||
|  | } |