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();
}
}
}