using Unity.PlasticSCM.Editor.AssetsOverlays.Cache; namespace Unity.PlasticSCM.Editor.AssetUtils.Processor { internal static class AssetsProcessors { internal static void Enable( string wkPath, UVCSAssetsProcessor uvcsAssetsProcessor, IAssetStatusCache assetStatusCache) { UVCSAssetPostprocessor.Enable(wkPath, uvcsAssetsProcessor); UVCSAssetModificationProcessor.Enable(wkPath, assetStatusCache); } internal static void Disable() { UVCSAssetPostprocessor.Disable(); UVCSAssetModificationProcessor.Disable(); } } }