IsOpenForEdit() static private method

static private IsOpenForEdit ( string assetPath, string &message ) : bool
assetPath string
message string
return bool
 public static void IsOpenForEdit(string[] assetOrMetaFilePaths, List <string> outNotEditablePaths, [uei.DefaultValue("StatusQueryOptions.UseCachedIfPossible")] StatusQueryOptions statusQueryOptions = StatusQueryOptions.UseCachedIfPossible)
 {
     if (assetOrMetaFilePaths == null)
     {
         throw new ArgumentNullException(nameof(assetOrMetaFilePaths));
     }
     if (outNotEditablePaths == null)
     {
         throw new ArgumentNullException(nameof(outNotEditablePaths));
     }
     UnityEngine.Profiling.Profiler.BeginSample("AssetDatabase.IsOpenForEdit");
     AssetModificationProcessorInternal.IsOpenForEdit(assetOrMetaFilePaths, outNotEditablePaths, statusQueryOptions);
     UnityEngine.Profiling.Profiler.EndSample();
 }
示例#2
0
 public static bool IsOpenForEdit(string assetPath, out string message)
 {
     return(AssetModificationProcessorInternal.IsOpenForEdit(assetPath, out message));
 }
 public static bool IsOpenForEdit(string assetOrMetaFilePath, out string message, StatusQueryOptions statusOptions)
 {
     return(AssetModificationProcessorInternal.IsOpenForEdit(assetOrMetaFilePath, out message, statusOptions));
 }
 public static bool IsOpenForEdit(string assetOrMetaFilePath, out string message, [uei.DefaultValue("StatusQueryOptions.UseCachedIfPossible")] StatusQueryOptions statusOptions)
 {
     return(AssetModificationProcessorInternal.IsOpenForEdit(assetOrMetaFilePath, out message, statusOptions));
 }