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April 13, 2017 00:32
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Editor script to save slected items as prefabs (fixed Directory Seperator on windows)
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using UnityEditor; | |
using UnityEngine; | |
using System.Collections; | |
using System; | |
using System.IO; | |
class CreatePrefabFromSelected : ScriptableObject | |
{ | |
const string menuTitle = "GameObject/Create Prefab From Selected"; | |
/// <summary> | |
/// Creates a prefab from the selected game object. | |
/// </summary> | |
[MenuItem(menuTitle)] | |
static void CreatePrefab() | |
{ | |
var objs = Selection.gameObjects; | |
string pathBase = EditorUtility.SaveFolderPanel ("Choose save folder", "Assets", ""); | |
if (! String.IsNullOrEmpty (pathBase)) { | |
pathBase=pathBase.Remove(0,pathBase.IndexOf("Assets"))+Path.DirectorySeparatorChar; | |
foreach (var go in objs) { | |
String localPath = pathBase + go.name + ".prefab"; | |
if (AssetDatabase.LoadAssetAtPath (localPath, typeof(GameObject))) { | |
if (EditorUtility.DisplayDialog ("Are you sure?", | |
"The prefab already exists. Do you want to overwrite it?", | |
"Yes", | |
"No")) | |
CreateNew (go, localPath); | |
} else | |
CreateNew (go, localPath); | |
} | |
} | |
} | |
static void CreateNew(GameObject obj, string localPath) | |
{ | |
localPath = localPath.Replace('\\','/'); | |
UnityEngine.Object prefab = PrefabUtility.CreatePrefab (localPath, obj); | |
EditorUtility.ReplacePrefab(obj, prefab, ReplacePrefabOptions.ConnectToPrefab); | |
AssetDatabase.Refresh(); | |
} | |
/// <summary> | |
/// Validates the menu. | |
/// </summary> | |
/// <remarks>The item will be disabled if no game object is selected.</remarks> | |
[MenuItem(menuTitle, true)] | |
static bool ValidateCreatePrefab() | |
{ | |
return Selection.activeGameObject != null; | |
} | |
} |
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