// Use of this section requires 4.2 UnityEditor.dll /* [UnityEditor.Callbacks.OnOpenAsset] public static bool OnOpenAsset(int instanceID, int line) { string assetpath = AssetDatabase.GetAssetPath(instanceID); UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(assetpath, typeof(UnityEngine.Object)); if(asset is TextAsset || asset is ComputeShader) { OpenWindowFor(assetpath); return true; } return false; } */ /// <returns>true if the file was open, false otherwise</returns> bool OpenFile (string file) { _textView = null; _codeView = null; _filePath = file; _fileNameWithExtension = ""; if (string.IsNullOrEmpty(_filePath)) return false; _textView = TextViewFactory.ViewForFile(_filePath); _codeView = new CodeView(this, _textView); _fileNameWithExtension = Path.GetFileName(_filePath); if (_textView != null) _settingsDialog = new SettingsDialog(_textView); return true; }