// 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); }
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); }
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); }
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); }