private void SaveAtlasTextures(IReadOnlyList <AtlasTexture> textures) { TexturesProperty.arraySize = textures.Count; for (int i = 0; i < textures.Count; i++) { TexturesProperty.GetArrayElementAtIndex(i).objectReferenceValue = textures[i].Texture; } }
private void DeleteAtlasTextures() { for (int i = TexturesProperty.arraySize - 1; i >= 0; i--) { var texture = TexturesProperty.GetArrayElementAtIndex(i).objectReferenceValue; if (!texture) { continue; } AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(texture)); UnityEngine.Object.DestroyImmediate(texture, true); } TexturesProperty.arraySize = 0; }