internal static void RefreshEditableMaterial(Material material)
 {
     SetEditable(material, VCUtility.HaveAssetControl(material) || !LockMaterial(material.GetAssetPath()));
 }
 private static void SetMaterialLock(Material material, bool gameObjectLocked)
 {
     var assetPath = material.GetAssetPath();
     var assetStatus = VCCommands.Instance.GetAssetStatus(assetPath);
     bool materialStoredInScene = VCUtility.MaterialStoredInScene(material);
     bool shouldLock = (materialStoredInScene ? gameObjectLocked : (VCUtility.ManagedByRepository(assetStatus) && !VCUtility.HaveAssetControl(assetStatus))) && LockMaterial(assetPath);
     SetEditable(material, !shouldLock);
 }