public void TrySaveWorldConfig(string worldName) { string parentFolder = "Assets/Config"; string newFolder = "Resources"; string extension = "asset"; string assetPath = AssetHelper.GetAssetPath(parentFolder, newFolder, worldName, extension); if (AssetHelper.DoesAssetExist <WorldConfig>(assetPath)) { if (!EditorUtility.DisplayDialog( "Config file already exists!", "Do you wish to overwrite world config with name: " + worldName + "?", "Yep!", "Shit no! Take me back!")) { return; } } AssetHelper.TryCreateFolder(parentFolder, newFolder); CreateWorldConfig(assetPath); }
public void TrySaveWorldPrefab(string worldName) { string parentFolder = "Assets/Prefabs"; string newFolder = "Worlds"; string extension = "prefab"; string assetPath = AssetHelper.GetAssetPath(parentFolder, newFolder, worldName, extension); if (AssetHelper.DoesAssetExist <GameObject>(assetPath)) { if (!EditorUtility.DisplayDialog( "Prefab already exists!", "Do you wish to overwrite prefab with name: " + worldName + "?", "Yep!", "Shit no! Take me back!")) { return; } } AssetHelper.TryCreateFolder(parentFolder, newFolder); CreateWorldPrefab(assetPath); }