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AdWindowEditor.cs
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using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace VirtueSky.Ads
{
public class AdWindowEditor : EditorWindow
{
[MenuItem("Unity-Common/AdSettings %E", false)]
public static void MenuOpenAdSettings()
{
string path = "Assets/_Root/Resources";
if (!Directory.Exists(path))
{
Directory.CreateDirectory(path);
}
var settings = CreateAndGetScriptableAsset<AdSettings>(path);
Selection.activeObject = settings;
EditorGUIUtility.PingObject(settings);
EditorUtility.FocusProjectWindow();
}
private static T CreateAndGetScriptableAsset<T>(string path = "")
where T : ScriptableObject
{
var so = FindAssetAtFolder<T>(new string[] { "Assets" }).FirstOrDefault();
if (so == null)
{
var settings = ScriptableObject.CreateInstance<T>();
AssetDatabase.CreateAsset(settings, $"{path}/{typeof(T).Name}.asset");
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
so = FindAssetAtFolder<T>(new string[] { "Assets" }).FirstOrDefault();
}
return so;
}
private static T[] FindAssetAtFolder<T>(string[] paths) where T : Object
{
var list = new List<T>();
var guids = AssetDatabase.FindAssets($"t:{typeof(T).Name}", paths);
foreach (var guid in guids)
{
var asset = AssetDatabase.LoadAssetAtPath<T>(AssetDatabase.GUIDToAssetPath(guid));
if (asset)
{
list.Add(asset);
}
}
return list.ToArray();
}
}
}