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Assets/BITKit/UnityEditor/AssetCacheScriptableObject.cs
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37
Assets/BITKit/UnityEditor/AssetCacheScriptableObject.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEditor.UIElements;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace BITKit
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{
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public class AssetCacheScriptableObject : ScriptableObject
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{
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[SerializeField] private bool isEditable;
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[SerializeField] private Object[] _assets;
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public bool IsEditable => isEditable;
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public Object[] Assets => _assets;
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}
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#if UNITY_EDITOR
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[CustomEditor(typeof(AssetCacheScriptableObject))]
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public class AssetCacheScriptableObjectEditor : BITInspector<AssetCacheScriptableObject>
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{
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public override VisualElement CreateInspectorGUI()
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{
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if (agent.IsEditable)
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{
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return base.CreateInspectorGUI();
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}
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foreach (var x in agent.Assets)
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{
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var field = root.Create<PropertyField>();
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field.Bind(new SerializedObject(x));
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}
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return root;
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}
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}
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#endif
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}
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