using Unity.PlasticSCM.Editor.AssetsOverlays.Cache; namespace Unity.PlasticSCM.Editor.AssetUtils.Processor { internal static class AssetsProcessors { internal static void Enable( string wkPath, PlasticAssetsProcessor plasticAssetsProcessor, IAssetStatusCache assetStatusCache) { AssetPostprocessor.Enable(wkPath, plasticAssetsProcessor); AssetModificationProcessor.Enable(wkPath, assetStatusCache); } internal static void Disable() { AssetPostprocessor.Disable(); AssetModificationProcessor.Disable(); } } }