assetObject | 一个代表要查询其状态的资源的对象。 |
assetOrMetaFilePath | 资源文件或其 .meta 文件在磁盘上的路径,此路径是相对于项目文件夹的路径。 |
message | 返回资源未打开以供编辑的原因。 |
statusOptions | 有关应如何查询版本控制系统的选项。这些选项可能会影响查询的速度和准确性。默认值为 StatusQueryOptions.UseCachedIfPossible。 |
bool 如果选定的版本控制系统认为资源已打开以供编辑,则为 true。
查询是否在版本控制中打开资源文件进行编辑。
版本控制系统可能配置为每次仅允许一个用户编辑特定类型的文件,以避免在多个用户同时编辑文件时会出现的冲突。在此情况下,用户必须“打开”该文件进行编辑(也称为“签出”)以确保他们有编辑文件的权限。使用此函数可在支持它的版本控制系统中查询文件的“打开以进行编辑”状态。
在 Unity 项目文件夹外部或不在受版本控制的文件夹(例如“Library”或“Temp”)下的文件路径
始终被视为打开以进行编辑。IsOpenForEdit
对于这些路径会返回 /true/。
引用非本地包文件夹的文件路径始终被视为不可编辑。IsOpenForEdit
对于这些路径会返回 /false/。
没有版本控制系统处于活动状态时,项目中的文件路径全都被视为打开以进行编辑。
有版本控制系统处于活动状态时,例如在 Perforce VCS 下,“已添加”和“已在本地签出”文件
被视为打开以进行编辑,其他文件则不是如此。
另请参阅:AssetDatabase.IsMetaFileOpenForEdit、StatusQueryOptions、AssetDatabase.MakeEditable。
assetOrMetaFilePaths | 资源或其 .meta 文件的路径,相对于项目文件夹。 |
outNotEditablePaths | 不可编辑的资源路径的目标列表。 |
statusQueryOptions | 指定 Unity 应如何查询版本控制系统。默认值为 StatusQueryOptions.UseCachedIfPossible。 |
查询在版本控制中打开了哪些提供的资源文件以进行编辑。
IsOpenForEdit
函数的此变体可以一次查询多个资源路径。它会将那些不是“打开以进行编辑”的资源的路径写入 outNotEditablePaths
列表中。
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