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); }