using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UIElements; #if UNITY_EDITOR using UnityEditor; using UnityEditor.UIElements; #endif namespace BITKit { public class ReadFromTextAsset : BITAction { public TextAsset asset; public Provider output; public TranslateSO translateSO; public override void Execute() { BITAppForUnity.ThrowIfNotPlaying(); var value = asset.text; if (translateSO) { value = translateSO.Get(value); } output.Set(value); } } #if UNITY_EDITOR [UnityEditor.CustomEditor(typeof(ReadFromTextAsset))] public class ReadFromTextAssetInspector : BITInspector { public override VisualElement CreateInspectorGUI() { CreateSubTitle("TextAsset Reader"); FillDefaultInspector(root, serializedObject, true); var excute = root.Create