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- using UnityEditor;
- using UnityEngine;
- using System.IO;
- public static class WeaponCreator
- {
- private const string path = "Assets/Scriptable Objects/Weapons";
- public static void CreateWeaponObject(WeaponSettings settings)
- {
- WeaponObject weapon = ScriptableObject.CreateInstance<WeaponObject>();
- weapon.SetWeaponSettings(settings);
- if (!Directory.Exists($"{path}/{settings.rarity}"))
- Directory.CreateDirectory($"{path}/{settings.rarity}");
- AssetDatabase.CreateAsset(weapon,
- $"{path}/{settings.rarity}/{settings.weaponID} -" +
- $" {settings.weaponName} - {settings.type}.asset");
- AssetDatabase.SaveAssets();
- EditorUtility.FocusProjectWindow();
- Selection.activeObject = weapon;
- }
- }
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