1:生成类A,用来保存相关数据

public class AudioSource : MonoBehaviour{


	public AudioClip 		m_AudioClip;

	void Awake()
	{
	}
	// Use this for initialization
	void Start () {
	}
}

 2:生成类B,继承Editor

using UnityEditor;


[CustomEditor(typeof(AudioSource))]
public class InspectorAudioSource : Editor {

	public override void OnInspectorGUI()
	{
		AudioSource AS	=	(AudioSource)target;
		
		AS.m_AudioClip		=	EditorGUILayout.ObjectField("Audio Clip", AS.m_AudioClip, typeof(AudioClip), false) as AudioClip;

		GUILayout.Space(20.0f);
		if (GUILayout.Button("Generate New Audio"))
		{
			AS.CreateNewAudio();
		}
	}

}

 加上这二个类,在Inspector上就会显示一个AudioClip选择和一个按键