public override void OnInspectorGUI() { MyAsset myAsset = (MyAsset)target; myAsset.invar = EditorGUILayout.IntField("IntVar", myAsset.invar); myAsset.floatvar = EditorGUILayout.FloatField("FloatVar", myAsset.floatvar); if (GUILayout.Button("Apply") == true) { EditorUtility.SetDirty(target); AssetDatabase.SaveAssets(); } if (GUILayout.Button("Revert") == true) { myAsset.Revert(); EditorUtility.SetDirty(target); AssetDatabase.SaveAssets(); } }
public override void OnInspectorGUI() { //base.OnInspectorGUI(); MyAsset myAsset = (MyAsset)target; myAsset.intVar = EditorGUILayout.IntField("IntVar", myAsset.intVar); myAsset.floatVar = EditorGUILayout.FloatField("FloatVar", myAsset.floatVar); if (GUILayout.Button("Apply") == true) { EditorUtility.SetDirty(target); //에디터에게 저장될 것을 알려주는 함수 AssetDatabase.SaveAssets(); //디스크에 저장되지 않는 모든 변경사항을 저장 (codo : 나중에 질문) } if (GUILayout.Button("Revert") == true) { myAsset.Revert(); EditorUtility.SetDirty(target); AssetDatabase.SaveAssets(); } }