/// <summary>
        /// Check whether a GameObject is locked
        /// </summary>
        /// <param name="user">The functionality user</param>
        /// <param name="go">GameObject locked status to test</param>
        /// <returns>Whether the GameObject is locked</returns>
        public static bool IsLocked(this IUsesGameObjectLocking user, GameObject go)
        {
#if FI_AUTOFILL
            return(default(bool));
#else
            return(user.provider.IsLocked(go));
#endif
        }
        /// <summary>
        /// Set a GameObject's locked status
        /// </summary>
        /// <param name="user">The functionality user</param>
        /// <param name="go">The GameObject to set locked or unlocked</param>
        /// <param name="locked">Locked or unlocked status</param>
        public static void SetLocked(this IUsesGameObjectLocking user, GameObject go, bool locked)
        {
            {
#if !FI_AUTOFILL
                user.provider.SetLocked(go, locked);
#endif
            }
        }
 /// <summary>
 /// Check whether a GameObject is locked
 /// </summary>
 /// <param name="go">GameObject locked status to test</param>
 public static bool IsLocked(this IUsesGameObjectLocking obj, GameObject go)
 {
     return(isLocked(go));
 }
 /// <summary>
 /// Set a GameObject's locked status
 /// </summary>
 /// <param name="go">The GameObject to set locked or unlocked</param>
 /// <param name="locked">Locked or unlocked status</param>
 public static void SetLocked(this IUsesGameObjectLocking obj, GameObject go, bool locked)
 {
     setLocked(go, locked);
 }