private static SOArchitecture_Settings GetInstance() { SOArchitecture_Settings instance = Resources.Load <SOArchitecture_Settings>("SOArchitecture_Settings"); if (instance == null) { return(CreateInstance()); } return(instance); }
private static SOArchitecture_Settings GetInstance() { #if UNITY_EDITOR SOArchitecture_Settings instance = FindInstanceInProject(); if (instance == null) { return(CreateInstance()); } return(instance); #else return(null); #endif }
private static SOArchitecture_Settings CreateInstance() { #if UNITY_EDITOR SOArchitecture_Settings newSettings = CreateInstance <SOArchitecture_Settings>(); AssetDatabase.CreateAsset(newSettings, DefaultNewSettingsLocation + DefaultNewSettingsName); AssetDatabase.SaveAssets(); Selection.activeObject = newSettings; Debug.LogWarning("No SOArchitecture_Settings asset found! " + "Created new one at asset root, feel free to move it wherever you please in your project.", newSettings); return(newSettings); #else throw new System.NullReferenceException(); #endif }
private static SOArchitecture_Settings CreateInstance() { #if UNITY_EDITOR SOArchitecture_Settings newSettings = SOArchitecture_Settings.CreateInstance <SOArchitecture_Settings>(); if (!UnityEditor.AssetDatabase.IsValidFolder("Assets/Resources")) { UnityEditor.AssetDatabase.CreateFolder("Assets", "Resources"); } UnityEditor.AssetDatabase.CreateAsset(newSettings, "Assets/Resources/SOArchitecture_Settings.asset"); UnityEditor.AssetDatabase.SaveAssets(); UnityEditor.Selection.activeObject = newSettings; Debug.LogWarning("No SOArchitecture_Settings asset found! Creating new one, ensure it's locatable by Resources", newSettings); return(newSettings); #else throw new System.NullReferenceException(); #endif }