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Aug 17th, 2019
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C# 0.89 KB | None | 0 0
  1. using UnityEngine;
  2. using UnityEditor;
  3.  
  4. [CustomEditor(typeof(TraineeMasterList))]
  5. public class TraineeListEditor : Editor
  6. {
  7.  
  8.  
  9.     public override void OnInspectorGUI(){
  10.         base.OnInspectorGUI();
  11.  
  12.         if(GUILayout.Button("Index Trainee Defaults")){
  13.             //Debug.Log("Button Pressed!");
  14.  
  15.             string[] guids = AssetDatabase.FindAssets("t:TraineeSO", new[]{"Assets/Trainees"});
  16.             Debug.Log(guids);
  17.             for(int g = 0; g < guids.Length; g++){
  18.                 TraineeSO trainee = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guids [g]), typeof(TraineeSO)) as TraineeSO;
  19.                 Debug.Log(trainee.name + " found!");
  20.                 //Inventory.instance.trainees.RemoveAll();
  21.                 //Debug.Log("Trainees Cleared!!!");
  22.                 TraineeMasterList.instance.traineeMaster.Add(trainee2);
  23.             }
  24.         }
  25.     }
  26. }
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