public static AssetSetReadWriteEnabled ( string path, bool enabled, bool force ) : bool | ||
path | string | Path. |
enabled | bool | If set to |
force | bool | If set to |
return | bool |
/// <summary> /// Sets the assets read write enabled. /// </summary> /// <returns><c>true</c>, if assets read write enabled was set, <c>false</c> otherwise.</returns> /// <param name="assetPaths">Asset paths.</param> /// <param name="enabled">If set to <c>true</c> enabled.</param> protected bool SetAssetsReadWriteEnabled(string[] assetPaths, bool enabled) { bool success = true; // Make the assets readable foreach (string assetPath in assetPaths) { // Make the texture readable if (!SPTools.AssetSetReadWriteEnabled(assetPath, enabled, false)) { Debug.LogWarning("Sprite Packer failed to set Read/Write state (" + enabled.ToString() + ") on asset: " + assetPath); success = false; } } // Return the result return(success); }
/// <summary> /// Sets the texture asset Read/Write enabled state. /// </summary> /// <returns><c>true</c>, if set read write enabled was textured, <c>false</c> otherwise.</returns> /// <param name="texture">Texture.</param> /// <param name="enabled">If set to <c>true</c> enabled.</param> /// <param name="force">If set to <c>true</c> force.</param> public static bool TextureSetReadWriteEnabled(Texture2D texture, bool enabled, bool force) { return(SPTools.AssetSetReadWriteEnabled(SPTools.GetAssetPath(texture), enabled, force)); }