BrashMonkey.Spriter.DataPlugins.SpriterDataUnity.SaveAssets C# (CSharp) Method

SaveAssets() private method

private SaveAssets ( GameObject root ) : void
root UnityEngine.GameObject
return void
        void SaveAssets(GameObject root)
        {
            #if UNITY_3_5
            Transform parent = root.transform.parent;
            var prefab = PrefabUtility.CreatePrefab(NGUIEditorTools.GetSelectionFolder() + root.name + ".prefab", root);
            UnityEngine.Object.DestroyImmediate(root);
            var newObj = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
            newObj.transform.parent = parent;
            newObj.transform.localScale = Vector3.one;
            #else
            Transform parent = root.transform.parent;
            var prefab = PrefabUtility.CreateEmptyPrefab(GetSaveFolder() + root.name + "_.prefab");
            prefab = PrefabUtility.ReplacePrefab(root, prefab);
            UnityEngine.Object.DestroyImmediate(root);
            var newObj = (GameObject)PrefabUtility.InstantiatePrefab(prefab);
            newObj.transform.parent = parent;
            newObj.transform.localScale = Vector3.one;
            #endif
            AssetDatabase.Refresh();
        }