using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using UnityEditor; using UnityEngine; internal class ScriptableObjectCreatorWindow : EditorWindow { private string _className = ""; // Add menu named "My Window" to the Window menu [MenuItem("Window/Scriptable Object Creator")] private static void Init() { // Get existing open window or if none, make a new one: var window = (ScriptableObjectCreatorWindow) EditorWindow.GetWindow(typeof (ScriptableObjectCreatorWindow)); } private void OnGUI() { _className = EditorGUILayout.TextField("Class Name", _className); if (GUILayout.Button("Create")) { CreateAsset(_className); } } /// // This makes it easy to create, name and place unique new ScriptableObject asset files. /// public static void CreateAsset(string type) { var asset = ScriptableObject.CreateInstance(type); string path = AssetDatabase.GetAssetPath(Selection.activeObject); if (path == "") { path = "Assets"; } else if (Path.GetExtension(path) != "") { path = path.Replace(Path.GetFileName(AssetDatabase.GetAssetPath(Selection.activeObject)), ""); } Debug.Log(path + "/" + type + ".asset"); string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(path + "/" + type + ".asset"); AssetDatabase.CreateAsset(asset, assetPathAndName); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); EditorUtility.FocusProjectWindow(); Selection.activeObject = asset; } }