@@ -9,7 +9,7 @@ namespace UnityEditor.Rendering.PostProcessing
99{
1010 public sealed class EffectListEditor
1111 {
12- public PostProcessProfile Asset { get ; private set ; }
12+ public PostProcessProfile asset { get ; private set ; }
1313 Editor m_BaseEditor ;
1414
1515 SerializedObject m_SerializedObject ;
@@ -29,7 +29,7 @@ public void Init(PostProcessProfile asset, SerializedObject serializedObject)
2929 Assert . IsNotNull ( asset ) ;
3030 Assert . IsNotNull ( serializedObject ) ;
3131
32- Asset = asset ;
32+ this . asset = asset ;
3333 m_SerializedObject = serializedObject ;
3434 m_SettingsProperty = serializedObject . FindProperty ( "settings" ) ;
3535 Assert . IsNotNull ( m_SettingsProperty ) ;
@@ -53,16 +53,16 @@ public void Init(PostProcessProfile asset, SerializedObject serializedObject)
5353 }
5454
5555 // Create editors for existing settings
56- for ( int i = 0 ; i < Asset . settings . Count ; i ++ )
57- CreateEditor ( Asset . settings [ i ] , m_SettingsProperty . GetArrayElementAtIndex ( i ) ) ;
56+ for ( int i = 0 ; i < this . asset . settings . Count ; i ++ )
57+ CreateEditor ( this . asset . settings [ i ] , m_SettingsProperty . GetArrayElementAtIndex ( i ) ) ;
5858
5959 // Keep track of undo/redo to redraw the inspector when that happens
6060 Undo . undoRedoPerformed += OnUndoRedoPerformed ;
6161 }
6262
6363 void OnUndoRedoPerformed ( )
6464 {
65- Asset . isDirty = true ;
65+ asset . isDirty = true ;
6666
6767 // Dumb hack to make sure the serialized object is up to date on undo (else there'll be
6868 // a state mismatch when this class is used in a GameObject inspector).
@@ -104,8 +104,8 @@ void RefreshEditors()
104104 m_Editors . Clear ( ) ;
105105
106106 // Recreate editors for existing settings, if any
107- for ( int i = 0 ; i < Asset . settings . Count ; i ++ )
108- CreateEditor ( Asset . settings [ i ] , m_SettingsProperty . GetArrayElementAtIndex ( i ) ) ;
107+ for ( int i = 0 ; i < asset . settings . Count ; i ++ )
108+ CreateEditor ( asset . settings [ i ] , m_SettingsProperty . GetArrayElementAtIndex ( i ) ) ;
109109 }
110110
111111 public void Clear ( )
@@ -124,17 +124,17 @@ public void Clear()
124124
125125 public void OnGUI ( )
126126 {
127- if ( Asset == null )
127+ if ( asset == null )
128128 return ;
129129
130- if ( Asset . isDirty )
130+ if ( asset . isDirty )
131131 {
132132 RefreshEditors ( ) ;
133- Asset . isDirty = false ;
133+ asset . isDirty = false ;
134134 }
135135
136136 bool isEditable = ! VersionControl . Provider . isActive
137- || AssetDatabase . IsOpenForEdit ( Asset , StatusQueryOptions . UseCachedIfPossible ) ;
137+ || AssetDatabase . IsOpenForEdit ( asset , StatusQueryOptions . UseCachedIfPossible ) ;
138138
139139 using ( new EditorGUI . DisabledScope ( ! isEditable ) )
140140 {
@@ -183,7 +183,7 @@ public void OnGUI()
183183 {
184184 var type = kvp . Key ;
185185 var title = EditorUtilities . GetContent ( kvp . Value . menuItem ) ;
186- bool exists = Asset . HasSettings ( type ) ;
186+ bool exists = asset . HasSettings ( type ) ;
187187
188188 if ( ! exists )
189189 menu . AddItem ( title , false , ( ) => AddEffectOverride ( type ) ) ;
@@ -206,8 +206,8 @@ void AddEffectOverride(Type type)
206206 Undo . RegisterCreatedObjectUndo ( effect , "Add Effect Override" ) ;
207207
208208 // Store this new effect as a subasset so we can reference it safely afterwards. Only when its not an instantiated profile
209- if ( EditorUtility . IsPersistent ( Asset ) )
210- AssetDatabase . AddObjectToAsset ( effect , Asset ) ;
209+ if ( EditorUtility . IsPersistent ( asset ) )
210+ AssetDatabase . AddObjectToAsset ( effect , asset ) ;
211211
212212 // Grow the list first, then add - that's how serialized lists work in Unity
213213 m_SettingsProperty . arraySize ++ ;
@@ -220,9 +220,9 @@ void AddEffectOverride(Type type)
220220 m_SerializedObject . ApplyModifiedProperties ( ) ;
221221
222222 // Force save / refresh. Important to do this last because SaveAssets can cause effect to become null!
223- if ( EditorUtility . IsPersistent ( Asset ) )
223+ if ( EditorUtility . IsPersistent ( asset ) )
224224 {
225- EditorUtility . SetDirty ( Asset ) ;
225+ EditorUtility . SetDirty ( asset ) ;
226226 AssetDatabase . SaveAssets ( ) ;
227227 }
228228 }
@@ -264,7 +264,7 @@ void RemoveEffectOverride(int id)
264264 Undo . DestroyObjectImmediate ( effect ) ;
265265
266266 // Force save / refresh
267- EditorUtility . SetDirty ( Asset ) ;
267+ EditorUtility . SetDirty ( asset ) ;
268268 AssetDatabase . SaveAssets ( ) ;
269269 }
270270
@@ -289,7 +289,7 @@ void ResetEffectOverride(Type type, int id)
289289 Undo . RegisterCreatedObjectUndo ( newEffect , "Reset Effect Override" ) ;
290290
291291 // Store this new effect as a subasset so we can reference it safely afterwards
292- AssetDatabase . AddObjectToAsset ( newEffect , Asset ) ;
292+ AssetDatabase . AddObjectToAsset ( newEffect , asset ) ;
293293
294294 // Put it in the reserved space
295295 property . objectReferenceValue = newEffect ;
@@ -304,7 +304,7 @@ void ResetEffectOverride(Type type, int id)
304304 Undo . DestroyObjectImmediate ( prevSettings ) ;
305305
306306 // Force save / refresh
307- EditorUtility . SetDirty ( Asset ) ;
307+ EditorUtility . SetDirty ( asset ) ;
308308 AssetDatabase . SaveAssets ( ) ;
309309 }
310310
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