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using UnityEngine;
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using UnityEditor;
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using UnityEditor.ProjectWindowCallback;
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namespace AmplifyShaderEditor
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{
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//Callback on asset creation to open window after finishing renaming the asset
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public class DoCreateFunction : EndNameEditAction
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{
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public override void Action( int instanceId, string pathName, string resourceFile )
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{
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UnityEngine.Object obj = EditorUtility.InstanceIDToObject( instanceId );
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AssetDatabase.CreateAsset( obj, AssetDatabase.GenerateUniqueAssetPath( pathName ) );
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AmplifyShaderEditorWindow.LoadShaderFunctionToASE( (AmplifyShaderFunction)obj, false );
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}
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}
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}
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