using Pursuit.Data;
using UnityEditor;
using UnityEngine;
namespace Pursuit.ScriptableObjects.Identifiables
{
public abstract class Identifiable : ScriptableObject
{
[SerializeField] private Guid _guid;
public Guid Guid => _guid;
#if UNITY_EDITOR
public void ConfigureGuid()
{
string path = AssetDatabase.GetAssetPath(this);
_guid = new Guid(AssetDatabase.AssetPathToGUID(path));
}
#endif
}
}