UnityEditor.CreateAssetUtility.BeginNewAssetCreation C# (CSharp) Method

BeginNewAssetCreation() public method

public BeginNewAssetCreation ( int instanceID, UnityEditor.ProjectWindowCallback.EndNameEditAction newAssetEndAction, string filePath, Texture2D icon, string newAssetResourceFile ) : bool
instanceID int
newAssetEndAction UnityEditor.ProjectWindowCallback.EndNameEditAction
filePath string
icon UnityEngine.Texture2D
newAssetResourceFile string
return bool
        public bool BeginNewAssetCreation(int instanceID, EndNameEditAction newAssetEndAction, string filePath, Texture2D icon, string newAssetResourceFile)
        {
            string uniquePathNameAtSelectedPath;
            if (!filePath.StartsWith("assets/", StringComparison.CurrentCultureIgnoreCase))
            {
                uniquePathNameAtSelectedPath = AssetDatabase.GetUniquePathNameAtSelectedPath(filePath);
            }
            else
            {
                uniquePathNameAtSelectedPath = AssetDatabase.GenerateUniqueAssetPath(filePath);
            }
            if (!IsPathDataValid(uniquePathNameAtSelectedPath))
            {
                object[] args = new object[] { uniquePathNameAtSelectedPath, filePath };
                Debug.LogErrorFormat("Invalid generated unique path '{0}' (input path '{1}')", args);
                this.Clear();
                return false;
            }
            this.m_InstanceID = instanceID;
            this.m_Path = uniquePathNameAtSelectedPath;
            this.m_Icon = icon;
            this.m_EndAction = newAssetEndAction;
            this.m_ResourceFile = newAssetResourceFile;
            Selection.activeObject = EditorUtility.InstanceIDToObject(instanceID);
            return true;
        }