testss
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using UnityEditor.ShortcutManagement;
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using UnityEngine;
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using UnityEngine.Timeline;
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namespace UnityEditor.Timeline
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{
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class Jog : Manipulator
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{
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Vector2 m_MouseDownOrigin = Vector2.zero;
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[ClutchShortcut("Timeline/Jog", typeof(TimelineWindow), KeyCode.J)]
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static void JogShortcut(ShortcutArguments args)
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{
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if (args.stage == ShortcutStage.Begin)
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{
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(args.context as TimelineWindow).state.isJogging = true;
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}
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else if (args.stage == ShortcutStage.End)
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{
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(args.context as TimelineWindow).state.isJogging = false;
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}
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}
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protected override bool MouseDown(Event evt, WindowState state)
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{
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if (!state.isJogging)
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return false;
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m_MouseDownOrigin = evt.mousePosition;
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state.playbackSpeed = 0.0f;
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state.Play();
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return true;
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}
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protected override bool MouseUp(Event evt, WindowState state)
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{
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if (!state.isJogging)
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{
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return false;
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}
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m_MouseDownOrigin = evt.mousePosition;
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state.playbackSpeed = 0.0f;
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state.Play();
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return false;
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}
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protected override bool MouseDrag(Event evt, WindowState state)
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{
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if (!state.isJogging)
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return false;
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var distance = evt.mousePosition - m_MouseDownOrigin;
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state.playbackSpeed = distance.x * 0.002f;
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state.Play();
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return true;
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}
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}
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}
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