using UnityEngine; using UnityEditor; using System.IO; namespace UnityAtoms.Editor { [CustomEditor(typeof(DefaultAsset))] public class AtomFolderEditor : UnityEditor.Editor { protected override void OnHeaderGUI() { base.OnHeaderGUI(); if (!Directory.Exists(AssetDatabase.GetAssetPath(target))) return; if (!target.name.ToLowerInvariant().Contains("atom")) return; GUILayout.Label("UNITY ATOMS", (GUIStyle) "AC BoldHeader", GUILayout.ExpandWidth(true)); if (GUILayout.Button("Add Generator", (GUIStyle) "LargeButton")) { var asset = CreateInstance(); var newPath = Path.Combine( AssetDatabase.GetAssetPath(target), "New Atom Type.asset" ); newPath = AssetDatabase.GenerateUniqueAssetPath(newPath); Debug.Log(newPath); AssetDatabase.CreateAsset(asset, newPath); AssetDatabase.ImportAsset(newPath); } } } }