void RenameCurrentPrefab(string newName)
 {
     if (newName != m_BackgroundContents[m_nBackgroundIndex].text)
     {
         newName = newName.Trim();
         if (newName != "")
         {
             SaveProject();
             m_BackgroundContents[m_nBackgroundIndex].text = newName;
             m_BackgroundPrefabs[m_nBackgroundIndex].name  = newName;
             m_CurrentBackgroundInfo.gameObject.name       = newName;
             FXMakerAsset.RenameEffectPrefab(m_CurrentBackgroundInfo.gameObject, m_BackgroundPrefabs[m_nBackgroundIndex], newName);
         }
     }
 }
 public void RenameCurrentPrefab(string newName)
 {
     if (FXMakerMain.inst.IsCurrentEffectObject() && 0 <= m_nEffectIndex && m_nEffectIndex < m_nEffectCount)
     {
         if (newName != m_EffectContents[m_nEffectIndex].text)
         {
             newName = newName.Trim();
             if (newName != "")
             {
                 SaveProject();
                 m_EffectContents[m_nEffectIndex].text = newName;
                 m_EffectPrefabs[m_nEffectIndex].name  = newName;
                 FXMakerMain.inst.GetOriginalEffectObject().name = newName;
                 FXMakerAsset.RenameEffectPrefab(FXMakerMain.inst.GetOriginalEffectObject(), FXMakerMain.inst.GetOriginalEffectPrefab(), newName);
             }
         }
     }
 }