Version: 2022.1
언어: 한국어

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

매뉴얼로 전환

파라미터

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.

반환

void Returns true if all files can be opened for editing.

설명

This is called by Unity when inspecting assets to determine if they can potentially be opened for editing.

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

See Also: AssetDatabase.CanOpenForEdit, StatusQueryOptions.

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

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

파라미터

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 available for editing.

반환

void True if the asset is considered available for editing by the selected version control system.

설명

This is called by Unity when inspecting an asset to determine if it can potentially be opened for editing.

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.