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FablishRPG/Assets/Synty/SidekickCharacters/Scripts/Editor/UI/SkAssetOpenHandler.cs

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2026-09-28 20:46:57 +01:00
// Copyright (c) 2024 Synty Studios Limited. All rights reserved.
//
// Use of this software is subject to the terms and conditions of the Synty Studios End User Licence Agreement (EULA)
// available at: https://syntystore.com/pages/end-user-licence-agreement
//
// For additional details, see the LICENSE.MD file bundled with this software.
#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEditor.Callbacks;
namespace Synty.SidekickCharacters.UI
{
public static class SkAssetOpenHandler
{
#if UNITY_6000_3_OR_NEWER
/// <summary>
/// Opens .sk assets double clicked in the Project window in the Sidekick Character Tool.
/// </summary>
/// <param name="entityId">The entity ID of the opened asset.</param>
/// <param name="line">The line number the asset was opened at (unused).</param>
/// <returns>True if the asset was handled; otherwise false.</returns>
[OnOpenAsset]
public static bool OnOpenSkAsset(UnityEngine.EntityId entityId, int line)
{
return OpenSkAsset(AssetDatabase.GetAssetPath(entityId));
}
#else
/// <summary>
/// Opens .sk assets double clicked in the Project window in the Sidekick Character Tool.
/// </summary>
/// <param name="instanceID">The instance ID of the opened asset.</param>
/// <param name="line">The line number the asset was opened at (unused).</param>
/// <returns>True if the asset was handled; otherwise false.</returns>
[OnOpenAsset]
public static bool OnOpenSkAsset(int instanceID, int line)
{
return OpenSkAsset(AssetDatabase.GetAssetPath(instanceID));
}
#endif
/// <summary>
/// Opens the asset at the given path in the Sidekick Character Tool if it is a .sk file.
/// </summary>
/// <param name="path">The asset path of the opened asset.</param>
/// <returns>True if the asset was handled; otherwise false.</returns>
private static bool OpenSkAsset(string path)
{
if (string.IsNullOrEmpty(path) || !path.EndsWith(".sk", StringComparison.OrdinalIgnoreCase))
{
return false;
}
ModularCharacterWindow.OpenAndLoadCharacter(path);
return true;
}
}
}
#endif