mathe/Library/PackageCache/com.unity.timeline@1.7.5/Editor/inspectors/BasicAssetInspector.cs

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2024-09-20 20:30:10 +02:00
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 { }
}