Version: 2022.1
言語: 日本語

AssetModificationProcessor.IsOpenForEdit(string[],List<string>,StatusQueryOptions)

マニュアルに切り替える

パラメーター

assetOrMetaFilePaths Paths to Assets or their .meta files, relative to the project folder.
outNotEditablePaths Destination list of non-editable Asset paths.
statusQueryOptions Specifies how Unity should query the version control system. The default value is StatusQueryOptions.UseCachedIfPossible.

戻り値

void Returns true if all files are editable.

説明

This is called by Unity when inspecting assets to determine if an editor should be disabled.

Although this is called by Unity's own systems, you can also call it if you are implementing your own Editor tools such as a custom version control integration.

See Also: AssetDatabase.IsOpenForEdit, StatusQueryOptions.

using System.Collections.Generic;
using UnityEditor;
using UnityEngine;

class CustomAssetModificationProcessor : UnityEditor.AssetModificationProcessor { static bool IsOpenForEdit(string[] paths, List<string> outNotEditablePaths, StatusQueryOptions statusQueryOptions) { Debug.Log("IsOpenForEdit:"); foreach (var path in paths) Debug.Log(path); return true; } }

パラメーター

assetOrMetaFilePath Path to the asset file or its .meta file on disk, relative to project folder.
message Returns a reason for the asset not being open for edit.

戻り値

void True if the asset is considered open for edit by the selected version control system.

説明

編集を行うために、アセットを外部エディターで開くのを可能にするかどうかを決定します。

Although this is called by Unity's own systems, you can also call it if you are implementing your own Editor tools such as a custom version control integration. Consider using method overload that accepts an array of file paths to improve version control system performance.