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