IsAppropriateFileOpenForEdit() статический приватный Метод

static private IsAppropriateFileOpenForEdit ( Object assetObject ) : bool
assetObject Object
Результат bool
Пример #1
0
        internal virtual bool IsEnabled()
        {
            UnityEngine.Object[] targets = this.targets;
            int  i = 0;
            bool result;

            while (i < targets.Length)
            {
                UnityEngine.Object @object = targets[i];
                if ((@object.hideFlags & HideFlags.NotEditable) != HideFlags.None)
                {
                    result = false;
                }
                else
                {
                    if (!EditorUtility.IsPersistent(@object) || Editor.IsAppropriateFileOpenForEdit(@object))
                    {
                        i++;
                        continue;
                    }
                    result = false;
                }
                return(result);
            }
            result = true;
            return(result);
        }
        public static bool GetRebuildOptimizedGUIBlocks(Object inspectedObject, ref bool isOpenForEdit, ref bool invalidateGUIBlockCache)
        {
            var rebuildOptimizedGUIBlocks = false;

            if (Event.current.type == EventType.Repaint)
            {
                string msg;
                if (inspectedObject != null &&
                    isOpenForEdit != Editor.IsAppropriateFileOpenForEdit(inspectedObject, out msg))
                {
                    isOpenForEdit             = !isOpenForEdit;
                    rebuildOptimizedGUIBlocks = true;
                }

                if (invalidateGUIBlockCache)
                {
                    rebuildOptimizedGUIBlocks = true;
                    invalidateGUIBlockCache   = false;
                }
            }
            else if (Event.current.type == EventType.ExecuteCommand && Event.current.commandName == EventCommandNames.EyeDropperUpdate)
            {
                rebuildOptimizedGUIBlocks = true;
            }

            return(rebuildOptimizedGUIBlocks);
        }
Пример #3
0
 internal bool IsOpenForEdit(out string message)
 {
     message = string.Empty;
     foreach (UnityEngine.Object target in this.targets)
     {
         if (EditorUtility.IsPersistent(target) && !Editor.IsAppropriateFileOpenForEdit(target))
         {
             return(false);
         }
     }
     return(true);
 }
Пример #4
0
 internal bool IsOpenForEdit(out string message)
 {
     message = string.Empty;
     UnityEngine.Object[] targets = this.targets;
     for (int i = 0; i < targets.Length; i++)
     {
         UnityEngine.Object @object = targets[i];
         if (EditorUtility.IsPersistent(@object) && !Editor.IsAppropriateFileOpenForEdit(@object))
         {
             return(false);
         }
     }
     return(true);
 }
Пример #5
0
 internal virtual bool IsEnabled()
 {
     UnityEngine.Object[] targets = this.targets;
     for (int i = 0; i < targets.Length; i++)
     {
         UnityEngine.Object @object = targets[i];
         if ((@object.hideFlags & HideFlags.NotEditable) != HideFlags.None)
         {
             return(false);
         }
         if (EditorUtility.IsPersistent(@object) && !Editor.IsAppropriateFileOpenForEdit(@object))
         {
             return(false);
         }
     }
     return(true);
 }
Пример #6
0
 //@TODO This really should be a helper utility somewhere else
 static bool IsUserModifiable(UnityEngine.Object o)
 {
     if (o == null)
     {
         return(false);
     }
     if ((o.hideFlags & HideFlags.NotEditable) != 0)
     {
         return(false);
     }
     if (EditorUtility.IsPersistent(o))
     {
         if (PrefabUtility.IsPartOfImmutablePrefab(o))
         {
             return(false);
         }
         if (!Editor.IsAppropriateFileOpenForEdit(o))
         {
             return(false);
         }
     }
     return(true);
 }
Пример #7
0
        internal static bool IsAppropriateFileOpenForEdit(UnityEngine.Object assetObject)
        {
            string text;

            return(Editor.IsAppropriateFileOpenForEdit(assetObject, out text));
        }
Пример #8
0
 internal virtual bool IsEnabled()
 {
     foreach (UnityEngine.Object target in this.targets)
     {
         if ((target.hideFlags & HideFlags.NotEditable) != HideFlags.None || EditorUtility.IsPersistent(target) && !Editor.IsAppropriateFileOpenForEdit(target))
         {
             return(false);
         }
     }
     return(true);
 }