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); } } } }