using System.Collections; using System.Collections.Generic; using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif namespace UnityEngine.AddressableAssets.Tests { [CreateAssetMenu(order = 0, fileName = "to", menuName = "Test/TestObject")] public class TestObject : ScriptableObject { static public TestObject Create(string name) { var obj = CreateInstance(); obj.name = name; return obj; } #if UNITY_EDITOR static public TestObject Create(string name, string assetPath) { var obj = CreateInstance(); obj.name = name; if (!string.IsNullOrEmpty(assetPath)) { AssetDatabase.CreateAsset(obj, assetPath); AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.ForceSynchronousImport | ImportAssetOptions.ForceUpdate); } return obj; } #endif } }