#if UNITY_EDITOR using UnityEditor; namespace GSpawn { public class PluginAssetPostProcessor : AssetPostprocessor { static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths, bool didDomainReload) { if (IntPatternDb.exists) IntPatternDb.instance.onPostProcessAllAssets(); if (GridSettingsProfileDb.exists) GridSettingsProfileDb.instance.onPostProcessAllAssets(); if (SegmentsObjectSpawnSettingsProfileDb.exists) SegmentsObjectSpawnSettingsProfileDb.instance.onPostProcessAllAssets(); if (IntRangePrefabProfileDb.exists) IntRangePrefabProfileDb.instance.onPostProcessAllAssets(); if (RandomPrefabProfileDb.exists) RandomPrefabProfileDb.instance.onPostProcessAllAssets(); if (ScatterBrushPrefabProfileDb.exists) ScatterBrushPrefabProfileDb.instance.onPostProcessAllAssets(); if (CurvePrefabProfileDb.exists) CurvePrefabProfileDb.instance.onPostProcessAllAssets(); if (PrefabLibProfileDb.exists) PrefabLibProfileDb.instance.onPostProcessAllAssets(); if (ShortcutProfileDb.exists) ShortcutProfileDb.instance.onPostProcessAllAssets(); } } } #endif