Version: 2020.3

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

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参数

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

返回

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

描述

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; } }

参数

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 Returns a reason for the asset not being available for editing.

返回

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

描述

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.

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