Neg_Utils/Editor/MonoBehaviourExtensions.cs
2024-02-12 21:26:24 +01:00

46 lines
1.7 KiB
C#

using System.IO;
using UnityEditor;
using UnityEngine;
namespace NEG.Utils.Editor
{
public static class MonoBehaviourExtensions
{
[MenuItem("CONTEXT/MonoBehaviour/Change Script")]
public static void ChangeScript(MenuCommand command)
{
if (command.context == null)
return;
var monoBehaviour = command.context as MonoBehaviour;
var monoScript = MonoScript.FromMonoBehaviour(monoBehaviour);
string scriptPath = AssetDatabase.GetAssetPath(monoScript);
string directoryPath = new FileInfo(scriptPath).Directory?.FullName;
// Allow the user to select which script to replace with
string newScriptPath = EditorUtility.OpenFilePanel("Select replacement script", directoryPath, "cs");
// Don't log anything if they cancelled the window
if (string.IsNullOrEmpty(newScriptPath)) return;
// Load the selected asset
string relativePath = "Assets\\" + Path.GetRelativePath(Application.dataPath, newScriptPath);
var chosenTextAsset = AssetDatabase.LoadAssetAtPath<TextAsset>(relativePath);
if (chosenTextAsset == null)
{
Debug.LogWarning($"Selected script couldn't be loaded ({relativePath})");
return;
}
Undo.RegisterCompleteObjectUndo(command.context, "Changing component script");
var so = new SerializedObject(monoBehaviour);
var scriptProperty = so.FindProperty("m_Script");
so.Update();
scriptProperty.objectReferenceValue = chosenTextAsset;
so.ApplyModifiedProperties();
}
}
}