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。 |
void
Returns true
if all files are editable.
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.
另请参阅: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; } }
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。 |
void 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。
当 Unity 检查资源以确定是否应禁用编辑器时,则会调用此方法。
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.
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