/* --------------------------------------- * Author: Martin Pane (martintayx@gmail.com) (@tayx94) * Contributors: https://github.com/Tayx94/graphy/graphs/contributors * Project: Graphy - Ultimate Stats Monitor * Date: 20-Dec-17 * Studio: Tayx * * Git repo: https://github.com/Tayx94/graphy * * This project is released under the MIT license. * Attribution is not required, but it is always welcomed! * -------------------------------------*/ using UnityEditor; using UnityEngine; namespace Tayx.Graphy { public class GraphyMenuItem { [MenuItem("Tools/Graphy/Create Prefab Variant")] static void CreatePrefabVariant() { // Directory checking if (!AssetDatabase.IsValidFolder("Assets/Graphy - Ultimate Stats Monitor")) { AssetDatabase.CreateFolder("Assets", "Graphy - Ultimate Stats Monitor"); } if (!AssetDatabase.IsValidFolder( "Assets/Graphy - Ultimate Stats Monitor/Prefab Variants" ) ) { AssetDatabase.CreateFolder("Assets/Graphy - Ultimate Stats Monitor", "Prefab Variants" ); } string graphyPrefabGuid = AssetDatabase.FindAssets( "[Graphy]" )[ 0 ]; Object originalPrefab = (GameObject)AssetDatabase.LoadAssetAtPath( AssetDatabase.GUIDToAssetPath( graphyPrefabGuid ), typeof(GameObject)); GameObject objectSource = PrefabUtility.InstantiatePrefab(originalPrefab) as GameObject; int prefabVariantCount = AssetDatabase.FindAssets( "Graphy_Variant", new []{ "Assets/Graphy - Ultimate Stats Monitor/Prefab Variants" } ).Length; GameObject prefabVariant = PrefabUtility.SaveAsPrefabAsset(objectSource, $"Assets/Graphy - Ultimate Stats Monitor/Prefab Variants/Graphy_Variant_{prefabVariantCount}.prefab" ); Object.DestroyImmediate(objectSource); foreach(SceneView scene in SceneView.sceneViews) { scene.ShowNotification(new GUIContent( "Prefab Variant Created at \"Assets/Graphy - Ultimate Stats Monitor/Prefab\"!" ) ); } } [MenuItem( "Tools/Graphy/Import Graphy Customization Scene" )] static void ImportGraphyCustomizationScene() { string customizationSceneGuid = AssetDatabase.FindAssets( "Graphy_CustomizationScene" )[ 0 ]; AssetDatabase.ImportPackage( AssetDatabase.GUIDToAssetPath( customizationSceneGuid ), true ); } } }