UnityEditor.EditorUtility.IsDirty C# (CSharp) Method

IsDirty() private method

private IsDirty ( int instanceID ) : bool
instanceID int
return bool
        internal static extern bool IsDirty(int instanceID);
        /// <summary>

Usage Example

 protected override void OnDisable()
 {
     base.OnDisable();
     if ((!EditorApplication.isPlaying && !InternalEditorUtility.ignoreInspectorChanges) && this.m_MightHaveModified)
     {
         this.m_MightHaveModified = false;
         string[] strArray = new string[base.targets.GetLength(0)];
         int      num      = 0;
         foreach (ProceduralTexture texture in base.targets)
         {
             SubstanceImporter atPath = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(texture)) as SubstanceImporter;
             if (atPath != null)
             {
                 atPath.OnTextureInformationsChanged(texture);
             }
             string assetPath = AssetDatabase.GetAssetPath(texture.GetProceduralMaterial());
             bool   flag      = false;
             for (int j = 0; j < num; j++)
             {
                 if (strArray[j] == assetPath)
                 {
                     flag = true;
                     break;
                 }
             }
             if (!flag)
             {
                 strArray[num++] = assetPath;
             }
         }
         for (int i = 0; i < num; i++)
         {
             SubstanceImporter importer2 = AssetImporter.GetAtPath(strArray[i]) as SubstanceImporter;
             if ((importer2 != null) && EditorUtility.IsDirty(importer2.GetInstanceID()))
             {
                 AssetDatabase.ImportAsset(strArray[i], ImportAssetOptions.ForceUncompressedImport);
             }
         }
     }
 }
All Usage Examples Of UnityEditor.EditorUtility::IsDirty
EditorUtility