static void SaveNote(EditorNoteBehaviour t, string message)
 {
     if (!t.file)
     {
         return;
     }
     if (message != t.file.text)
     {
         File.WriteAllText(UnityEditor.AssetDatabase.GetAssetPath(t.file), message);
         EditorUtility.SetDirty(t.file);
         AssetDatabase.Refresh();
         Debug.Log("[EditorNotes] " + t.name + " saved changes to " + t.file.name + " (Note).", t.file);
     }
 }
 void SaveNote(EditorNoteBehaviour t)
 {
     SaveNote(t, message);
 }