using UnityEngine; using UnityEngine.Playables; using UnityEngine.UIElements; namespace UnityEditor.Sequences { #if UNITY_2023_3_OR_NEWER [UxmlElement] partial class SequenceAssetInstanceItem : SelectableScrollViewItem #else class SequenceAssetInstanceItem : SelectableScrollViewItem #endif { #if !UNITY_2023_3_OR_NEWER public new class UxmlFactory : UxmlFactory {} #endif static readonly string ussClassName = "unity-asset-instance"; TextField m_SequenceAssetInstanceNameField; VisualElement m_HeaderContainer; public SequenceAssetInstanceItem() { AddToClassList(ussClassName); m_HeaderContainer = new VisualElement(); m_HeaderContainer.style.flexDirection = FlexDirection.Row; hierarchy.Add(m_HeaderContainer); m_SequenceAssetInstanceNameField = new TextField(); m_SequenceAssetInstanceNameField.style.flexGrow = 1; m_SequenceAssetInstanceNameField.isReadOnly = true; m_HeaderContainer.Add(m_SequenceAssetInstanceNameField); } internal override void BindItem(PlayableDirector director, GameObject assetInstance) { m_Director = director; m_SequenceAssetInstanceNameField.value = assetInstance.name; } public override void Dispose() { } } }