private static void FileModeChanged(string[] assets, UnityEditor.VersionControl.FileMode mode) { if (Provider.enabled && Provider.PromptAndCheckoutIfNeeded(assets, string.Empty)) { Provider.SetFileMode(assets, mode); } }
static void FileModeChanged(string[] assets, UnityEditor.VersionControl.FileMode mode) { // Make sure that all assets are checked out in version control and // that we have the most recent status if (Provider.enabled) { if (Provider.PromptAndCheckoutIfNeeded(assets, "")) { Provider.SetFileMode(assets, mode); } } }
// ReSharper disable once UnusedMember.Local - invoked from native code static void FileModeChanged(string[] assets, UnityEditor.VersionControl.FileMode mode) { if (!Provider.enabled) { return; } // we'll want to re-serialize these assets in different (text vs binary) mode; // make sure they are editable first AssetDatabase.MakeEditable(assets); Provider.SetFileMode(assets, mode); }
static void FileModeChanged(string[] assets, UnityEditor.VersionControl.FileMode mode) { // Make sure that all assets are checked out in version control and // that we have the most recent status if (Provider.enabled) { var editableAssets = new string[assets.Length]; if (Provider.MakeEditable(assets, editableAssets)) { // TODO: handle partial results from MakeEditable i.e. editableassets Provider.SetFileMode(assets, mode); } } }
// ReSharper disable once UnusedMember.Local - invoked from native code static void FileModeChanged(string[] assets, UnityEditor.VersionControl.FileMode mode) { if (!Provider.enabled) { return; } // if we happen to be disconnected or work offline, there's not much we can do; // just ignore the file mode and hope that VCS client/project is setup to handle // appropriate file types correctly if (!Provider.isActive) { return; } // we'll want to re-serialize these assets in different (text vs binary) mode; // make sure they are editable first AssetDatabase.MakeEditable(assets); Provider.SetFileMode(assets, mode); }