示例#1
0
        public override void Setup()
        {
            base.Setup();

            m_Stack   = ScriptableObject.CreateInstance <FilterStack>();
            m_Context = new FilterContext(FilterUtility.defaultFormat, Vector3.zero, 1f, 0f);
        }
        private void SaveFilterStack(FilterStack filterStack)
        {
            List <UnityEngine.Object> objList = new List <UnityEngine.Object>();

            objList.Add(filterStack);
            objList.AddRange(filterStack.filters);

            filterStack.filters.ForEach((f) =>
            {
                var l = f.GetObjectsToSerialize();

                if (l != null && l.Count > 0)
                {
                    objList.AddRange(l);
                }
            });

            // write to the file
            UnityEditorInternal.InternalEditorUtility.SaveToSerializedFileAndForget(objList.ToArray(), getFilterStackFilePath, true);
        }