using UnityEngine; [CreateAssetMenu(menuName = "Sound/Pack", fileName = "Sound Pack")] public class SoundPack : ScriptableObject { public SoundClip[] Clips; #if UNITY_EDITOR [CustomButton("Fill all by clip")] public void Fill() { for (var i = 0; i < Clips.Length; i++) { if(Clips[i] == null) continue; string clipName = Clips[i].clip == null ? "null" : Clips[i].clip.name; Clips[i].name = clipName; Clips[i].pitch = 1f; Clips[i].volume = 1f; } UnityEditor.EditorUtility.SetDirty(this); UnityEditor.AssetDatabase.SaveAssets(); UnityEditor.AssetDatabase.Refresh(); } #endif }