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namespace UnityEditor.Timeline{ class TimelineReadOnlyMode : TimelineMode { public TimelineReadOnlyMode() { headerState = new HeaderState() { breadCrumb = TimelineModeGUIState.Enabled, options = TimelineModeGUIState.Enabled, sequenceSelector = TimelineModeGUIState.Enabled, };
trackOptionsState = new TrackOptionsState() { newButton = TimelineModeGUIState.Disabled, editAsAssetButton = TimelineModeGUIState.Disabled, }; mode = TimelineModes.ReadOnly; }
public override bool ShouldShowPlayRange(WindowState state) { return state.editSequence.director != null && state.playRangeEnabled; }
public override bool ShouldShowTimeCursor(WindowState state) { return state.editSequence.director != null; }
public override TimelineModeGUIState TrackState(WindowState state) { return TimelineModeGUIState.Disabled; }
public override TimelineModeGUIState ToolbarState(WindowState state) { return state.editSequence.director == null ? TimelineModeGUIState.Disabled : TimelineModeGUIState.Enabled; }
public override TimelineModeGUIState PreviewState(WindowState state) { return state.editSequence.director == null ? TimelineModeGUIState.Disabled : TimelineModeGUIState.Enabled; }
public override TimelineModeGUIState EditModeButtonsState(WindowState state) { return TimelineModeGUIState.Disabled; } }}
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