Forked from tsubaki/ScriptableObjectToAsset.cs
          
        
    
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          December 27, 2015 12:42 
        
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    ScriptableObjectをAssetsファイルとして出力する汎用スクリプト 
  
        
  
    
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  | using UnityEngine; | |
| using System.Collections; | |
| using UnityEditor; | |
| using System.IO; | |
| /// <summary> | |
| // ScriptableObjectをプレハブとして出力する汎用スクリプト | |
| /// </summary> | |
| // <remarks> | |
| // 指定したScriptableObjectをプレハブに変換する。 | |
| // 1.Editorフォルダ下にCreateScriptableObjectPrefub.csを配置 | |
| // 2.ScriptableObjectのファイルを選択して右クリック→Create ScriptableObjectを選択 | |
| // </remarks> | |
| public class ScriptableObjectToAsset | |
| { | |
| readonly static string[] labels = {"Data", "ScriptableObject", string.Empty}; | |
| [MenuItem("Assets/Create ScriptableObject")] | |
| static void Crate () | |
| { | |
| foreach (Object selectedObject in Selection.objects) { | |
| // get path | |
| string path = getSavePath (selectedObject); | |
| // create instance | |
| ScriptableObject obj = ScriptableObject.CreateInstance (selectedObject.name); | |
| AssetDatabase.CreateAsset (obj, path); | |
| labels[2] = selectedObject.name; | |
| // add label | |
| ScriptableObject sobj = AssetDatabase.LoadAssetAtPath (path, typeof(ScriptableObject)) as ScriptableObject; | |
| AssetDatabase.SetLabels (sobj, labels); | |
| EditorUtility.SetDirty (sobj); | |
| } | |
| } | |
| static string getSavePath (Object selectedObject) | |
| { | |
| string objectName = selectedObject.name; | |
| string dirPath = Path.GetDirectoryName (AssetDatabase.GetAssetPath (selectedObject)); | |
| return AssetDatabase.GenerateUniqueAssetPath(string.Format ("{0}/{1}.asset", dirPath, objectName)); | |
| } | |
| } | 
  
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