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Magical-Jumping-Bean/Library/metadata/23/23884ce4c1de32846adafea2d53a4cee
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2019-09-29 19:40:54 -04:00
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H€«€ÿÿÿÿ 1€1€ÿÿÿÿ @Þ
Q€jH€ê€ÿÿÿÿ1€1€ÿÿÿÿ@ÞQ€jñ€=ÿÿÿÿ1€1€ÿÿÿÿÞ€j€ÿÿÿÿH€›€ÿÿÿÿ1€1€ÿÿÿÿ@ÞQ€jy
 Þ.y€Q Þ. Þ€X!H€iÿÿÿÿ"1€1€ÿÿÿÿ#@Þ$Q€j%H€uÿÿÿÿ&1€1€ÿÿÿÿ'@Þ(Q€j)PPtr<EditorExtension>m_FileIDm_PathIDPPtr<PrefabInstance>m_DefaultReferencesm_Iconm_ExecutionOrderm_ClassNamem_Namespacepp\ày¯Ðð2ˆÄNí#H¦­ï*]£ÄîGPackages/com.unity.timeline/Editor/Audio/AudioPlayableAssetInspector.csày¯AudioPlayableAssetInspectorVusing 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);