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
    }
}