UnityEditor.AssetModificationProcessorInternal.IsOpenForEdit C# (CSharp) Method

IsOpenForEdit() static private method

static private IsOpenForEdit ( string assetPath, string &message ) : bool
assetPath string
message string
return 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;
        }

Usage Example

 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();
 }
All Usage Examples Of UnityEditor.AssetModificationProcessorInternal::IsOpenForEdit