public static void CreateGUIStampListAsset()
    {
        GUIStampList list = ScriptableObjectUtil.CreateAsset <GUIStampList>();

        list.stampList = new List <GUIStamp>();
        string stampFolder = "Assets/Assets/Textures/stamps/Resources";

        string[] filePaths = Directory.GetFiles(stampFolder);
        for (int i = 0; i < filePaths.Length; i++)
        {
            string filePath = filePaths[i];
            if (!filePath.EndsWith(".meta"))
            {
                string fileName = Path.GetFileName(filePath);
                if (!fileName.StartsWith("stamp"))
                {
                    continue;
                }
                GUIStamp stampObj = new GUIStamp();
                stampObj.stampPath = fileName.Replace(".psd", "");
                stampObj.iconPath  = stampObj.stampPath + ".icon";
                list.stampList.Add(stampObj);
            }
        }
        EditorUtility.SetDirty(list);
    }
Beispiel #2
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 public static void CreateSupportData()
 {
     ScriptableObjectUtil.CreateAsset <GunSupportData>();
 }
Beispiel #3
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 public static void CreateShotData()
 {
     ScriptableObjectUtil.CreateAsset <ShotData>();
 }
Beispiel #4
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 public static void CreateAsset()
 {
     ScriptableObjectUtil.CreateAsset <UnitData>();
 }
Beispiel #5
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 public static void CreateFireballData()
 {
     ScriptableObjectUtil.CreateAsset <FireballData>();
 }
 static void CreateCameraShakeDataList()
 {
     ScriptableObjectUtil.CreateAsset <SRCameraShake.CameraShakeDataList>();
 }
    public static void CreateAsset()
    {
        PotionDescription desc = ScriptableObjectUtil.CreateAsset <PotionDescription>();

        desc.type = ItemTypes.Potion;
    }
 public static void CreateSheetAsset()
 {
     ScriptableObjectUtil.CreateAsset <SheetObject> ();
 }
 public static void CreateAlbumsAsset()
 {
     ScriptableObjectUtil.CreateAsset <Albums> ();
 }
 public static void CreateAsset()
 {
     ScriptableObjectUtil.CreateAsset <WeaponDB> ();
 }
 public static void CreateAsset()
 {
     ScriptableObjectUtil.CreateAsset <Team> ();
 }