using Pursuit.ScriptableObjects.Identifiables;
using UnityEditor;

namespace Pursuit.Editor
{
    public class IdentifiableProcessor : AssetModificationProcessor
    {
        private static void OnWillCreateAsset(string path)
        {
            EditorApplication.delayCall += () => HandleAsset(path);
        }

        private static void HandleAsset(string path)
        {
            if (typeof(Identifiable).IsAssignableFrom(AssetDatabase.GetMainAssetTypeAtPath(path)))
            {
                var identifiable = AssetDatabase.LoadAssetAtPath<Identifiable>(path);
                identifiable.ConfigureGuid();
                EditorUtility.SetDirty(identifiable);
                AssetDatabase.SaveAssetIfDirty(identifiable);
            }
        }
    }
}