UnityGame/Library/PackageCache/com.unity.timeline/Editor/Utilities/FileUtility.cs
2024-10-27 10:53:47 +03:00

55 lines
1.6 KiB
C#

using System.IO;
using UnityEditor.VersionControl;
namespace UnityEditor.Timeline
{
static class FileUtility
{
internal static bool IsReadOnly(UnityEngine.Object asset)
{
return IsReadOnlyImpl(asset);
}
#if UNITY_2021_2_OR_NEWER
static bool IsReadOnlyImpl(UnityEngine.Object asset)
{
string assetPath = AssetDatabase.GetAssetPath(asset);
if (string.IsNullOrEmpty(assetPath))
return false;
if (Provider.enabled && VersionControlUtils.IsPathVersioned(assetPath))
{
return !AssetDatabase.CanOpenForEdit(asset, StatusQueryOptions.UseCachedIfPossible);
}
return (uint)(File.GetAttributes(assetPath) & FileAttributes.ReadOnly) > 0U;
}
#else
static bool IsReadOnlyImpl(UnityEngine.Object asset)
{
string assetPath = AssetDatabase.GetAssetPath(asset);
if (Provider.enabled)
{
if (!Provider.isActive)
return false;
Asset vcAsset = Provider.GetAssetByPath(assetPath);
if (Provider.IsOpenForEdit(vcAsset))
return false;
//I can't get any of the Provider checks to work, but here we should check for exclusive checkout issues.
return false;
}
if (!string.IsNullOrEmpty(assetPath))
{
return (File.GetAttributes(assetPath) & FileAttributes.ReadOnly) != 0;
}
return false;
}
#endif
}
}