public void OnEnable() { m_ClipCurveEditor = new ClipInspectorCurveEditor(); m_SelectionCache = new List <EditorClipSelection>(); var selectedClips = new List <TimelineClip>(); foreach (var editorClipObject in targets) { var editorClip = editorClipObject as EditorClip; if (editorClip != null) { //all selected clips should have the same TimelineAsset if (!IsTimelineAssetValidForEditorClip(editorClip)) { m_SelectionCache.Clear(); return; } m_SelectionCache.Add(new EditorClipSelection(editorClip)); selectedClips.Add(editorClip.clip); } } InitializeProperties(); m_SelectionInfo = new ClipInspectorSelectionInfo(selectedClips); if (m_SelectionInfo.selectedAssetTypesAreHomogeneous) { var selectedAssets = m_SelectionCache.Select(e => e.clip.asset).ToArray(); m_SelectedPlayableAssetsInspector = TimelineInspectorUtility.GetInspectorForObjects(selectedAssets); } m_MultiselectionHeaderTitle = m_SelectionCache.Count + " " + Styles.MultipleSelectionTitle.text; m_ClipAssetTitle.text = PlayableAssetSectionTitle(); }
public void OnEnable() { this.m_ClipCurveEditor = new ClipInspectorCurveEditor(); this.m_DefaultIcon = EditorGUIUtility.FindTexture("DefaultAsset Icon"); this.m_SelectionCache = new List <ClipInspector.EditorClipSelection>(); Object[] targets = base.get_targets(); for (int i = 0; i < targets.Length; i++) { Object @object = targets[i]; EditorClip editorClip = @object as EditorClip; if (editorClip != null) { if (!this.IsTimelineAssetValidForEditorClip(editorClip)) { this.m_SelectionCache.Clear(); return; } this.m_SelectionCache.Add(new ClipInspector.EditorClipSelection(editorClip)); } } this.m_SelectionInfo = this.BuildSelectionInfo(); if (this.m_SelectionInfo.selectedAssetTypesAreHomogeneous) { Object[] objects = (from e in this.m_SelectionCache select e.clip.asset).ToArray <Object>(); this.m_SelectedPlayableAssetsInspector = TimelineInspectorUtility.GetInspectorForObjects(objects); } this.m_MultiselectionHeaderTitle = this.m_SelectionCache.Count + " " + ClipInspector.Styles.MultipleSelectionTitle.get_text(); this.m_ClipAssetTitle.set_text(this.PlayableAssetSectionTitle()); this.InitializeProperties(); }