#if UNITY_EDITOR using System.Collections; using System.Collections.Generic; using System.Linq; using BITKit; using BITKit.GameEditor; using Microsoft.CodeAnalysis.CSharp.Syntax; using Net.Project.B.Inventory; using Project.B.Item; using UnityEditor; using UnityEngine; using UnityEngine.UIElements; namespace Net.Project.B.Inventory { public class ScriptableBuyStationEditorWindow : ScriptableObjectGroupEditor { protected override string AssetsPath => "Assets/Artists/Configs/BuyStation"; [MenuItem("Tools/Scriptable Editor/Buy Station")] public static void Open() { GetWindow().Show(); } protected override void OnEnable() { base.OnEnable(); { var button = ToolBarContainer.Create