public bool SaveProject() { if (m_bChangePrefab == false) { return(false); } if (FXMakerMain.inst.GetOriginalEffectObject() == null || FXMakerMain.inst.GetOriginalEffectPrefab() == null) { return(false); } if (0 < IsReadOnlyFolder()) { NgUtil.LogMessage(FXMakerTooltip.GetHsToolMessage("READONLY_NOTSAVE", "")); } else { if (0 <= m_nEffectIndex && m_nEffectIndex < m_nEffectCount) { NgUtil.LogDevelop("SaveProject - FXMaker prefab"); m_EffectPrefabs[m_nEffectIndex] = FXMakerAsset.SaveEffectPrefab(FXMakerMain.inst.GetOriginalEffectObject(), FXMakerMain.inst.GetOriginalEffectPrefab()); // clear current FXMakerMain.inst.ClearCurrentEffectObject(m_CurrentEffectRoot, true); SetCurrentEffectPrefab(m_EffectPrefabs[m_nEffectIndex]); // Baground Reload FXMakerBackground.inst.UpdateBackground(); return(true); } } return(false); }
public void SaveBackgroundPrefab() { NgUtil.LogDevelop("SaveBackgroundPrefab - FxmBack prefab"); m_BackgroundPrefabs[m_nBackgroundIndex] = FXMakerAsset.SaveEffectPrefab(m_CurrentBackgroundInfo.gameObject, m_BackgroundPrefabs[m_nBackgroundIndex]); ShowBackground(true, true); }