Initial Commit
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using UnityEngine;
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using UnityEngine.Timeline;
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namespace UnityEditor.Timeline.Signals
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{
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[CustomTimelineEditor(typeof(SignalEmitter))]
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class SignalEmitterEditor : MarkerEditor
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{
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static readonly string MissingAssetError = L10n.Tr("No signal assigned");
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public override MarkerDrawOptions GetMarkerOptions(IMarker marker)
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{
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var options = base.GetMarkerOptions(marker);
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SignalEmitter emitter = (SignalEmitter)marker;
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if (emitter.asset != null)
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options.tooltip = emitter.asset.name;
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else
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options.errorText = MissingAssetError;
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return options;
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}
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}
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}
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