public static bool IsOpenForEdit(UnityEngine.Object assetObject, out string message, StatusQueryOptions statusOptions) { string assetOrScenePath = AssetDatabase.GetAssetOrScenePath(assetObject); return(AssetDatabase.IsOpenForEdit(assetOrScenePath, out message, statusOptions)); }
public static bool IsMetaFileOpenForEdit(UnityEngine.Object assetObject, out string message) { return(AssetDatabase.IsOpenForEdit(AssetDatabase.GetTextMetaFilePathFromAssetPath(AssetDatabase.GetAssetOrScenePath(assetObject)), out message)); }
public static bool IsOpenForEdit(UnityEngine.Object assetObject) { string assetOrScenePath = AssetDatabase.GetAssetOrScenePath(assetObject); return(AssetDatabase.IsOpenForEdit(assetOrScenePath, StatusQueryOptions.UseCachedIfPossible)); }
/// <summary> /// <para>Use IsOpenForEdit to determine if the asset is open for edit by the version control.</para> /// </summary> /// <param name="assetPath">Is the path to the asset on disk relative to project folder.</param> /// <param name="message">Used to give reason for not open.</param> /// <param name="assetObject"></param> /// <param name="assetOrMetaFilePath"></param> /// <returns> /// <para>True is the asset can be edited.</para> /// </returns> public static bool IsOpenForEdit(UnityEngine.Object assetObject) { return(AssetDatabase.IsOpenForEdit(AssetDatabase.GetAssetOrScenePath(assetObject))); }