private static bool TryGetPrefabGUID(UnityEngine.Object gameObject, out string assetGUID) { PrefabType prefabType = PrefabUtility.GetPrefabType(gameObject); UnityEngine.Object @object = null; if (prefabType == PrefabType.PrefabInstance) { @object = PrefabUtility.GetPrefabParent(gameObject); } else if (prefabType == PrefabType.Prefab) { @object = gameObject; } bool result = false; if (@object == null) { assetGUID = string.Empty; } else { result = AssetAccess.TryGetAssetGUIDFromDatabase(@object, out assetGUID); } return(result); }
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 bool TryHasSoftLocks(UnityEngine.Object objectWithGUID, out bool hasSoftLocks) { string assetGuid = null; AssetAccess.TryGetAssetGUIDFromObject(objectWithGUID, out assetGuid); return(SoftLockData.TryHasSoftLocks(assetGuid, out hasSoftLocks)); }
public static List <string> GetLockNamesOnObject(UnityEngine.Object objectWithGUID) { string assetGuid = null; AssetAccess.TryGetAssetGUIDFromObject(objectWithGUID, out assetGuid); return(SoftLockUIData.GetLocksNamesOnAsset(assetGuid)); }
// Provides the number of additional users editing the given object. // Failure: assigns 0 to count, return false. // Success: assigns a value in [0, n] to count, returns true. public static bool TryGetSoftlockCount(UnityEngine.Object objectWithGUID, out int count) { string assetGUID = null; AssetAccess.TryGetAssetGUIDFromObject(objectWithGUID, out assetGUID); bool success = TryGetSoftlockCount(assetGUID, out count); return(success); }
// The usernames of additional people editing the given 'objectWithGUID'. // Defaults to an empty list. public static List <string> GetLockNamesOnObject(UnityEngine.Object objectWithGUID) { string assetGUID = null; AssetAccess.TryGetAssetGUIDFromObject(objectWithGUID, out assetGUID); List <string> names = GetLocksNamesOnAsset(assetGUID); return(names); }
public static bool IsPrefab(string assetGUID) { bool isPrefab = false; UnityEngine.Object unityObject; if (AssetAccess.TryGetAssetFromGUID(assetGUID, out unityObject)) { isPrefab = IsPrefab(unityObject); } return(isPrefab); }
public static bool IsPrefab(string assetGUID) { bool result = false; UnityEngine.Object unityObject; if (AssetAccess.TryGetAssetFromGUID(assetGUID, out unityObject)) { result = SoftLockData.IsPrefab(unityObject); } return(result); }
private static bool TryGetLocksOnObject(UnityEngine.Object objectWithGUID, out List <SoftLock> softLocks) { bool success = false; string assetGUID = null; if (AssetAccess.TryGetAssetGUIDFromObject(objectWithGUID, out assetGUID)) { success = TryGetLocksOnAssetGUID(assetGUID, out softLocks); } else { softLocks = new List <SoftLock>(); } return(success); }
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 TryGetAssetGUIDFromObject(UnityEngine.Object objectWithGUID, out string assetGUID) { if (objectWithGUID == null) { throw new ArgumentNullException("objectWithGuid"); } bool result = false; if (objectWithGUID.GetType() == typeof(SceneAsset)) { result = AssetAccess.TryGetAssetGUIDFromDatabase(objectWithGUID, out assetGUID); } else if (objectWithGUID.GetType() == typeof(GameObject)) { result = AssetAccess.TryGetPrefabGUID(objectWithGUID, out assetGUID); } else { assetGUID = string.Empty; } return(result); }