#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
namespace Beyond
{
public static class bScriptableObjectUtility
{
///
/// Create new asset from type with unique Name at
/// selected folder in project window. Asset creation can be cancelled by pressing
/// escape key when asset is initially being named.
///
/// Type of scriptable object.
///
public static void CreateAsset() where T : ScriptableObject
{
var asset = ScriptableObject.CreateInstance();
ProjectWindowUtil.CreateAsset(asset, "New " + typeof(T).Name + ".asset");
}
}
}
#endif