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64 lines
1.6 KiB
C#
64 lines
1.6 KiB
C#
#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace SRF.Helpers
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{
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using System.IO;
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using UnityEngine;
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public static class AssetUtil
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{
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#if UNITY_EDITOR
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// This makes it easy to create, name and place unique new ScriptableObject asset files.
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/// <summary>
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/// </summary>
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public static T CreateAsset<T>() where T : ScriptableObject
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{
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var path = AssetDatabase.GetAssetPath(Selection.activeObject);
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if (path == "")
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{
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path = "Assets";
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}
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else if (Path.GetExtension(path) != "")
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{
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path = path.Replace(Path.GetFileName(path), "");
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}
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return CreateAsset<T>(path, "New " + typeof (T).Name);
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}
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public static T CreateAsset<T>(string path, string name) where T : ScriptableObject
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{
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if (string.IsNullOrEmpty(path))
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{
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path = "Assets";
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}
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if (!name.EndsWith(".asset"))
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{
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name += ".asset";
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}
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var assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(path + "/" + name);
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var asset = ScriptableObject.CreateInstance<T>();
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AssetDatabase.CreateAsset(asset, assetPathAndName);
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AssetDatabase.SaveAssets();
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return asset;
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}
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public static void SelectAssetInProjectView(Object asset)
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{
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EditorUtility.FocusProjectWindow();
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Selection.activeObject = asset;
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}
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#endif
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}
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}
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