static private IsOpenForEdit ( string assetPath, string &message ) : bool | ||
assetPath | string | |
message | string | |
리턴 | bool |
internal static bool IsOpenForEdit(string assetPath, out string message)
{
message = "";
if (string.IsNullOrEmpty(assetPath))
{
return true;
}
bool flag2 = AssetModificationHook.IsOpenForEdit(assetPath, out message);
foreach (MethodInfo info in GetIsOpenForEditMethods())
{
object[] parameters = new object[] { assetPath, message };
if (!((bool) info.Invoke(null, parameters)))
{
message = parameters[1] as string;
return false;
}
}
return flag2;
}
public static void IsOpenForEdit(string[] assetOrMetaFilePaths, List <string> outNotEditablePaths, [uei.DefaultValue("StatusQueryOptions.UseCachedIfPossible")] StatusQueryOptions statusQueryOptions = StatusQueryOptions.UseCachedIfPossible) { if (assetOrMetaFilePaths == null) { throw new ArgumentNullException(nameof(assetOrMetaFilePaths)); } if (outNotEditablePaths == null) { throw new ArgumentNullException(nameof(outNotEditablePaths)); } UnityEngine.Profiling.Profiler.BeginSample("AssetDatabase.IsOpenForEdit"); AssetModificationProcessorInternal.IsOpenForEdit(assetOrMetaFilePaths, outNotEditablePaths, statusQueryOptions); UnityEngine.Profiling.Profiler.EndSample(); }