public static bool RevertIsValid(Asset asset, RevertMode mode) { return(Provider.Internal_RevertIsValid(new Asset[] { asset }, mode)); }
public static Task Revert(Asset asset, RevertMode mode) { return(Provider.Internal_Revert(new Asset[] { asset }, mode)); }
internal static Task RevertChangeSets(UnityEditor.VersionControl.ChangeSets changesets, RevertMode mode) { return(Internal_RevertChangeSets(changesets.ToArray(), mode)); }
public static Task Revert(Asset asset, RevertMode mode) { Asset[] assets = new Asset[] { asset }; return(Internal_Revert(assets, mode)); }
/// <summary> /// <para>Return true if Revert is a valid task to perform.</para> /// </summary> /// <param name="assets">List of assets to test.</param> /// <param name="mode">Revert mode to test for.</param> /// <param name="asset">Asset to test.</param> public static bool RevertIsValid(Asset asset, RevertMode mode) { return Provider.Internal_RevertIsValid(new Asset[1]{ asset }, mode); }
private static extern bool Internal_RevertIsValid(Asset[] assets, RevertMode revertMode);
static public Task Revert(AssetList assets, RevertMode mode) { return(Internal_Revert(assets.ToArray(), mode)); }
static internal Task RevertChangeSets(ChangeSets changesets, RevertMode mode) { return(Internal_RevertChangeSets(changesets.ToArray(), mode)); }
/// <summary> /// <para>Reverts the specified assets by undoing any changes done since last time you synced.</para> /// </summary> /// <param name="assets">The list of assets to be reverted.</param> /// <param name="mode">How to revert the assets.</param> /// <param name="asset">The asset to be reverted.</param> public static Task Revert(AssetList assets, RevertMode mode) { return Internal_Revert(assets.ToArray(), mode); }
/// <summary> /// <para>Reverts the specified assets by undoing any changes done since last time you synced.</para> /// </summary> /// <param name="assets">The list of assets to be reverted.</param> /// <param name="mode">How to revert the assets.</param> /// <param name="asset">The asset to be reverted.</param> public static Task Revert(Asset asset, RevertMode mode) { Asset[] assets = new Asset[] { asset }; return Internal_Revert(assets, mode); }
private static extern bool Internal_RevertIsValid(Asset[] assets, RevertMode mode);
private static extern Task Internal_RevertChangeSets(ChangeSet[] changesets, RevertMode mode);
private static extern Task Internal_Revert(Asset[] assets, RevertMode mode);
/// <summary> /// <para>Reverts the specified assets by undoing any changes done since last time you synced.</para> /// </summary> /// <param name="assets">The list of assets to be reverted.</param> /// <param name="mode">How to revert the assets.</param> /// <param name="asset">The asset to be reverted.</param> public static Task Revert(Asset asset, RevertMode mode) { return Provider.Internal_Revert(new Asset[1]{ asset }, mode); }
public static bool RevertIsValid(Asset asset, RevertMode mode) { Asset[] assets = new Asset[] { asset }; return(Internal_RevertIsValid(assets, mode)); }
internal static Task RevertChangeSets(UnityEditor.VersionControl.ChangeSets changesets, RevertMode mode) { return Internal_RevertChangeSets(changesets.ToArray(), mode); }
/// <summary> /// <para>Return true if Revert is a valid task to perform.</para> /// </summary> /// <param name="assets">List of assets to test.</param> /// <param name="mode">Revert mode to test for.</param> /// <param name="asset">Asset to test.</param> public static bool RevertIsValid(Asset asset, RevertMode mode) { Asset[] assets = new Asset[] { asset }; return Internal_RevertIsValid(assets, mode); }
internal static Task RevertChangeSets(ChangeSets changesets, RevertMode mode) { return(Provider.Internal_RevertChangeSets(changesets.ToArray(), mode)); }
/// <summary> /// <para>Return true if Revert is a valid task to perform.</para> /// </summary> /// <param name="assets">List of assets to test.</param> /// <param name="mode">Revert mode to test for.</param> /// <param name="asset">Asset to test.</param> public static bool RevertIsValid(AssetList assets, RevertMode mode) { return Internal_RevertIsValid(assets.ToArray(), mode); }
static public bool RevertIsValid(AssetList assets, RevertMode mode) { return(Internal_RevertIsValid(assets.ToArray(), mode)); }
/// <summary> /// <para>Reverts the specified assets by undoing any changes done since last time you synced.</para> /// </summary> /// <param name="assets">The list of assets to be reverted.</param> /// <param name="mode">How to revert the assets.</param> /// <param name="asset">The asset to be reverted.</param> public static Task Revert(AssetList assets, RevertMode mode) => Internal_Revert(assets.ToArray(), mode);
/// <summary> /// <para>Return true if Revert is a valid task to perform.</para> /// </summary> /// <param name="assets">List of assets to test.</param> /// <param name="mode">Revert mode to test for.</param> /// <param name="asset">Asset to test.</param> public static bool RevertIsValid(AssetList assets, RevertMode mode) => Internal_RevertIsValid(assets.ToArray(), mode);
private static extern Task Internal_Revert(Asset[] assets, RevertMode revertMode);
internal static Task RevertChangeSets(ChangeSets changesets, RevertMode mode) { return Provider.Internal_RevertChangeSets(changesets.ToArray(), mode); }