private static void CreateAssetLibrary() { AssetLibraryAsset asset = ScriptableObject.CreateInstance <AssetLibraryAsset>(); int identity = AssetLibrariesListGen.GetIdentity(); asset.Ordinal = identity; string path = AssetDatabase.GetAssetPath(Selection.activeObject); string name = "/AssetLibrary" + ((identity == 0) ? "" : identity.ToString()); string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(path + name + ".asset"); asset.AssetLibrary.Folders[1].Assets = new List <AssetInfo> { new AssetInfo { id = 1, name = "Material", Object = AssetDatabase.LoadAssetAtPath <Material>("Assets/New Material.mat") } }; AssetDatabase.CreateAsset(asset, assetPathAndName); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); Selection.activeObject = asset; AssetLibrariesListGen.UpdateList(identity + 1); }
private void OnValidate() { if (Event.current != null && Event.current.commandName == "Duplicate") { int identity = AssetLibrariesListGen.GetIdentity(); Ordinal = identity; EditorCoroutine.Start(CoUpdateList(identity)); } }
private static void CreateAssetLibrary() { AssetLibraryAsset asset = ScriptableObject.CreateInstance <AssetLibraryAsset>(); int identity = AssetLibrariesListGen.GetIdentity(); asset.Ordinal = identity; string path = AssetDatabase.GetAssetPath(Selection.activeObject); string name = "/AssetLibrary" + ((identity == 0) ? "" : identity.ToString()); string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(path + name + ".asset"); AssetDatabase.CreateAsset(asset, assetPathAndName); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); //Selection.activeObject = asset; AssetLibrariesListGen.UpdateList(identity + 1); }