public override void OnInspectorGUI()
    {
        MyAsset myAsset = (MyAsset)target;

        myAsset.invar    = EditorGUILayout.IntField("IntVar", myAsset.invar);
        myAsset.floatvar = EditorGUILayout.FloatField("FloatVar", myAsset.floatvar);

        if (GUILayout.Button("Apply") == true)
        {
            EditorUtility.SetDirty(target);
            AssetDatabase.SaveAssets();
        }

        if (GUILayout.Button("Revert") == true)
        {
            myAsset.Revert();
            EditorUtility.SetDirty(target);
            AssetDatabase.SaveAssets();
        }
    }
Beispiel #2
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    public override void OnInspectorGUI()
    {
        //base.OnInspectorGUI();

        MyAsset myAsset = (MyAsset)target;

        myAsset.intVar   = EditorGUILayout.IntField("IntVar", myAsset.intVar);
        myAsset.floatVar = EditorGUILayout.FloatField("FloatVar", myAsset.floatVar);

        if (GUILayout.Button("Apply") == true)
        {
            EditorUtility.SetDirty(target); //에디터에게 저장될 것을 알려주는 함수
            AssetDatabase.SaveAssets();     //디스크에 저장되지 않는 모든 변경사항을 저장 (codo : 나중에 질문)
        }

        if (GUILayout.Button("Revert") == true)
        {
            myAsset.Revert();
            EditorUtility.SetDirty(target);
            AssetDatabase.SaveAssets();
        }
    }