// Provides the names of all additional users editing the asset
        // with the given 'assetGuid'.
        // Defaults to an empty list.
        public static List <string> GetLocksNamesOnAsset(string assetGuid)
        {
            List <SoftLock> softLocks = null;
            List <string>   names     = new List <string>();

            if (SoftLockData.TryGetLocksOnAssetGUID(assetGuid, out softLocks))
            {
                foreach (SoftLock softLock in softLocks)
                {
                    names.Add(softLock.displayName);
                }
            }
            return(names);
        }
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        public static bool TryGetSoftlockCount(string assetGuid, out int count)
        {
            bool result = false;

            count = 0;
            List <SoftLock> list = null;

            if (SoftLockData.TryGetLocksOnAssetGUID(assetGuid, out list))
            {
                count  = list.Count;
                result = true;
            }
            return(result);
        }
Ejemplo n.º 3
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        public static List <string> GetLocksNamesOnAsset(string assetGuid)
        {
            List <SoftLock> list  = null;
            List <string>   list2 = new List <string>();

            if (SoftLockData.TryGetLocksOnAssetGUID(assetGuid, out list))
            {
                foreach (SoftLock current in list)
                {
                    list2.Add(current.displayName);
                }
            }
            return(list2);
        }
Ejemplo n.º 4
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        private static bool TryGetLocksOnObject(UnityEngine.Object objectWithGUID, out List <SoftLock> softLocks)
        {
            bool   result    = false;
            string assetGuid = null;

            if (AssetAccess.TryGetAssetGUIDFromObject(objectWithGUID, out assetGuid))
            {
                result = SoftLockData.TryGetLocksOnAssetGUID(assetGuid, out softLocks);
            }
            else
            {
                softLocks = new List <SoftLock>();
            }
            return(result);
        }