using JetBrains.Annotations; using UnityEngine; using UnityEngine.Timeline; namespace UnityEditor.Timeline.Signals { [CustomEditor(typeof(SignalAsset))] class SignalAssetInspector : Editor { [MenuItem("Assets/Create/Timeline/Signal", false, -124)] [UsedImplicitly] public static void CreateNewSignal() { var icon = EditorGUIUtility.IconContent("SignalAsset Icon").image as Texture2D; ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance(), "New Signal.signal", icon, null); } class DoCreateSignalAsset : ProjectWindowCallback.EndNameEditAction { public override void Action(int instanceId, string pathName, string resourceFile) { var signalAsset = CreateInstance(); AssetDatabase.CreateAsset(signalAsset, pathName); ProjectWindowUtil.ShowCreatedAsset(signalAsset); } } } }