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