2D-Platformer/Assets/Plugins/Light2D/Examples/Editor/ScriptableObjectCreatorWindow.cs
2022-02-12 12:53:50 +02:00

61 lines
1.7 KiB
C#

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);
}
}
/// <summary>
// This makes it easy to create, name and place unique new ScriptableObject asset files.
/// </summary>
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;
}
}