public static bool TryHasSoftLocks(UnityEngine.Object objectWithGUID, out bool hasSoftLocks) { string assetGuid = null; AssetAccess.TryGetAssetGUIDFromObject(objectWithGUID, out assetGuid); return(SoftLockData.TryHasSoftLocks(assetGuid, out hasSoftLocks)); }
public static bool TryGetSoftlockCount(UnityEngine.Object objectWithGUID, out int count) { string assetGuid = null; AssetAccess.TryGetAssetGUIDFromObject(objectWithGUID, out assetGuid); return(SoftLockData.TryGetSoftlockCount(assetGuid, out count)); }
public static void SetSoftlockChanges(string[] assetGUIDs) { if (SoftLockData.SoftlockSubscriber != null) { SoftLockData.SoftlockSubscriber(assetGUIDs); } }
public static bool AllowsSoftLocks(UnityEngine.Object unityObject) { if (unityObject == null) { throw new ArgumentNullException("unityObject"); } return(unityObject.GetType().Equals(typeof(SceneAsset)) || SoftLockData.IsPrefab(unityObject)); }
public static bool IsPrefab(string assetGUID) { bool result = false; UnityEngine.Object unityObject; if (AssetAccess.TryGetAssetFromGUID(assetGUID, out unityObject)) { result = SoftLockData.IsPrefab(unityObject); } return(result); }
public static bool TryHasSoftLocks(string assetGuid, out bool hasSoftLocks) { hasSoftLocks = false; bool result = false; int num = 0; if (SoftLockData.TryGetSoftlockCount(assetGuid, out num)) { result = true; hasSoftLocks = (num > 0); } return(result); }
// 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); }
public static bool TryGetSoftlockCount(Scene scene, out int count) { count = 0; bool result; if (!scene.IsValid()) { result = false; } else { string assetGuid = AssetDatabase.AssetPathToGUID(scene.path); bool flag = SoftLockData.TryGetSoftlockCount(assetGuid, out count); result = flag; } return(result); }
private static bool TryHasSoftLocks(Scene scene, out bool hasSoftLocks) { string assetGuid = AssetDatabase.AssetPathToGUID(scene.path); return(SoftLockData.TryHasSoftLocks(assetGuid, out hasSoftLocks)); }