UnityEditor.CreateAssetUtility.IsPathDataValid C# (CSharp) Method

IsPathDataValid() private static method

private static IsPathDataValid ( string filePath ) : bool
filePath string
return bool
        private static bool IsPathDataValid(string filePath)
        {
            if (string.IsNullOrEmpty(filePath))
            {
                return false;
            }
            return (AssetDatabase.GetMainAssetInstanceID(Path.GetDirectoryName(filePath)) != 0);
        }

Usage Example

示例#1
0
        public bool BeginNewAssetCreation(int instanceID, EndNameEditAction newAssetEndAction, string filePath, Texture2D icon, string newAssetResourceFile)
        {
            string text;

            if (!filePath.StartsWith("assets/", StringComparison.CurrentCultureIgnoreCase))
            {
                text = AssetDatabase.GetUniquePathNameAtSelectedPath(filePath);
            }
            else
            {
                text = AssetDatabase.GenerateUniqueAssetPath(filePath);
            }
            if (!CreateAssetUtility.IsPathDataValid(text))
            {
                Debug.LogErrorFormat("Invalid generated unique path '{0}' (input path '{1}')", new object[]
                {
                    text,
                    filePath
                });
                this.Clear();
                return(false);
            }
            this.m_InstanceID      = instanceID;
            this.m_Path            = text;
            this.m_Icon            = icon;
            this.m_EndAction       = newAssetEndAction;
            this.m_ResourceFile    = newAssetResourceFile;
            Selection.activeObject = EditorUtility.InstanceIDToObject(instanceID);
            return(true);
        }