using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif namespace VLB { [HelpURL(Consts.HelpUrlConfig)] public class ConfigOverride : Config // useless override, only useful for backward compatibility { public const string kAssetName = "VLBConfigOverride"; #if UNITY_EDITOR public static void CreateFolderAndAsset(Object obj, string folderParent, string folderResources, string assetName) { if (!AssetDatabase.IsValidFolder(string.Format("{0}/{1}", folderParent, folderResources))) AssetDatabase.CreateFolder(folderParent, folderResources); CreateAsset(obj, string.Format("{0}/{1}/{2}", folderParent, folderResources, assetName)); } public static void CreateAsset(Object obj, string fullPath) { AssetDatabase.CreateAsset(obj, fullPath); AssetDatabase.SaveAssets(); } public static ConfigOverride CreateInstanceOverride() { var asset = CreateInstance(); Debug.Assert(asset != null); CreateFolderAndAsset(asset, "Assets", "Resources", kAssetName + ".asset"); return asset; } #endif } }