void Reset()
{
var obj = new UnityEditor.SerializedObject(this);
obj.Update();
var blocks = obj.FindProperty("_processingBlocks");
blocks.ClearArray();
var p = UnityEditor.AssetDatabase.GetAssetPath(this);
var bl = UnityEditor.AssetDatabase.LoadAllAssetsAtPath(p);
foreach (var a in bl)
{
if (a == this)
{
continue;
}
// Debug.Log(a, a);
// DestroyImmediate(a, true);
int i = blocks.arraySize++;
var e = blocks.GetArrayElementAtIndex(i);
e.objectReferenceValue = a;
}
obj.ApplyModifiedProperties();
// UnityEditor.EditorUtility.SetDirty(this);
UnityEditor.AssetDatabase.SaveAssets();
}