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Copy pathChildAssetMenu.cs
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ChildAssetMenu.cs
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#if UNITY_EDITOR
using System.Linq;
using UnityEditor;
using UnityEditor.VersionControl;
using UnityEngine;
namespace cratesmith.assetui
{
public static class SubAssetMenu
{
[MenuItem("Assets/Delete Sub Asset(s) _DEL")]
static void DeleteSubAsset()
{
var toDelete = Selection.objects.Where(CanEditSubAsset).ToList();
if(!EditorUtility.DisplayDialog("Delete sub assets?",$"You're about to paremenantly delete the following {toDelete.Count} sub assets: {string.Join("\n-", toDelete)}", "Ok", "Cancel"))
return;
foreach (var subAsset in Selection.objects.Where(AssetDatabase.IsSubAsset))
{
AssetDatabase.RemoveObjectFromAsset(subAsset);
Object.DestroyImmediate(subAsset,true);
}
AssetDatabase.SaveAssets();
}
[MenuItem("Assets/Delete Sub Asset(s) _DEL", validate = true)]
static bool DeleteSubAssetValidate() => Selection.objects.Any(CanEditSubAsset);
[MenuItem("Assets/Rename Sub Asset... _F2")]
static void RenameSubAsset()
{
var target = Selection.activeObject;
TextFieldPopupWindow.Create("Rename sub asset", newName =>
{
if (!target)
return;
target.name = newName;
AssetDatabase.SaveAssets();
EditorGUIUtility.PingObject(target); // this is a bit silly but it's the only easy way to force a refresh
}, target.name, EditorIconUtility.GetIcon(Selection.activeObject));
}
[MenuItem("Assets/Rename Sub Asset... _F2", validate = true)]
static bool RenameSubAssetValidate() => CanEditSubAsset(Selection.activeObject);
static bool CanEditSubAsset(Object subAsset)
{
return subAsset
&& subAsset is ScriptableObject
&& AssetDatabase.IsSubAsset(subAsset);
}
}
}
#endif