61 lines
1.7 KiB
C#
61 lines
1.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using UnityEditor;
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using UnityEngine;
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internal class ScriptableObjectCreatorWindow : EditorWindow
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{
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private string _className = "";
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// Add menu named "My Window" to the Window menu
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[MenuItem("Window/Scriptable Object Creator")]
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private static void Init()
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{
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// Get existing open window or if none, make a new one:
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var window = (ScriptableObjectCreatorWindow) EditorWindow.GetWindow(typeof (ScriptableObjectCreatorWindow));
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}
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private void OnGUI()
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{
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_className = EditorGUILayout.TextField("Class Name", _className);
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if (GUILayout.Button("Create"))
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{
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CreateAsset(_className);
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}
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}
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/// <summary>
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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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public static void CreateAsset(string type)
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{
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var asset = ScriptableObject.CreateInstance(type);
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string 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(AssetDatabase.GetAssetPath(Selection.activeObject)), "");
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}
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Debug.Log(path + "/" + type + ".asset");
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string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(path + "/" + type + ".asset");
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AssetDatabase.CreateAsset(asset, assetPathAndName);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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EditorUtility.FocusProjectWindow();
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Selection.activeObject = asset;
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}
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}
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