using UnityEngine; using UnityEditor; namespace Ink.UnityIntegration { public abstract class DefaultAssetInspector { // Reference to the actual editor we draw to public Editor editor; // Shortcut to the target object public Object target; // Shortcut to the serializedObject public SerializedObject serializedObject; public abstract bool IsValid(string assetPath); public virtual void OnEnable () {} public virtual void OnDisable () {} public virtual void OnHeaderGUI () {} public virtual void OnInspectorGUI() {} } }