static private IsOpenForEdit ( string assetPath, string &message ) : bool | ||
assetPath | string | |
message | string | |
Résultat | bool |
public static void IsOpenForEdit(string[] assetOrMetaFilePaths, List <string> outNotEditablePaths, [uei.DefaultValue("StatusQueryOptions.UseCachedIfPossible")] StatusQueryOptions statusQueryOptions = StatusQueryOptions.UseCachedIfPossible) { if (assetOrMetaFilePaths == null) { throw new ArgumentNullException(nameof(assetOrMetaFilePaths)); } if (outNotEditablePaths == null) { throw new ArgumentNullException(nameof(outNotEditablePaths)); } UnityEngine.Profiling.Profiler.BeginSample("AssetDatabase.IsOpenForEdit"); AssetModificationProcessorInternal.IsOpenForEdit(assetOrMetaFilePaths, outNotEditablePaths, statusQueryOptions); UnityEngine.Profiling.Profiler.EndSample(); }
public static bool IsOpenForEdit(string assetPath, out string message) { return(AssetModificationProcessorInternal.IsOpenForEdit(assetPath, out message)); }
public static bool IsOpenForEdit(string assetOrMetaFilePath, out string message, StatusQueryOptions statusOptions) { return(AssetModificationProcessorInternal.IsOpenForEdit(assetOrMetaFilePath, out message, statusOptions)); }
public static bool IsOpenForEdit(string assetOrMetaFilePath, out string message, [uei.DefaultValue("StatusQueryOptions.UseCachedIfPossible")] StatusQueryOptions statusOptions) { return(AssetModificationProcessorInternal.IsOpenForEdit(assetOrMetaFilePath, out message, statusOptions)); }