5using System.Collections.Generic;
6using System.Diagnostics.CodeAnalysis;
12using Object = UnityEngine.Object;
16 public sealed partial class Asset
36 [ExcludeFromCodeCoverage]
39 get => AssetDatabase.DesiredWorkerCount;
42 AssetDatabase.DesiredWorkerCount = value;
43 AssetDatabase.ForceToDesiredWorkerCount();
57 [ExcludeFromCodeCoverage]
60 get => AssetDatabase.IsDirectoryMonitoringEnabled();
61 set => EditorPrefs.SetBool(
"DirectoryMonitoring", value);
72 public static Boolean
Contains(Object instance) => instance !=
null ? AssetDatabase.Contains(instance) :
false;
74#if UNITY_6000_4_OR_NEWER
90 [ExcludeFromCodeCoverage]
91 public static Boolean
Contains(EntityId entityId) => AssetDatabase.Contains(entityId);
101 [ExcludeFromCodeCoverage]
102 public static Boolean
Contains(Int32 instanceId) =>
103#if UNITY_6000_3_OR_NEWER
104 AssetDatabase.Contains((EntityId)instanceId);
106 AssetDatabase.Contains(instanceId);
124 [ExcludeFromCodeCoverage]
138 [ExcludeFromCodeCoverage]
152 [ExcludeFromCodeCoverage]
171 [ExcludeFromCodeCoverage]
192 [ExcludeFromCodeCoverage]
194 ForceReserializeAssetsOptions options = ForceReserializeAssetsOptions.ReserializeAssetsAndMetadata) =>
215 [ExcludeFromCodeCoverage]
217 ForceReserializeAssetsOptions options = ForceReserializeAssetsOptions.ReserializeAssetsAndMetadata) =>
218 AssetDatabase.ForceReserializeAssets(paths, options);
235 public static void SaveAll() => AssetDatabase.SaveAssets();
289 public static void ImportAll(ImportAssetOptions options = ImportAssetOptions.Default) =>
290 AssetDatabase.Refresh(options);
static void UpgradeAssetSerializationVersion([NotNull] IEnumerable< Path > paths, ForceReserializeAssetsOptions options=ForceReserializeAssetsOptions.ReserializeAssetsAndMetadata)
Updates all native asset files to reflect any changes in serialization in the current editor version.
static Boolean Contains(EntityId entityId)
Tests if the asset is in the database.
static void UpgradeAllAssetSerializationVersions()
Updates all native asset files to reflect any changes in serialization in the current editor version.
static Int32 DesiredWorkerCount
Gets or sets the desired worker count.
static void AllowAutoRefresh()
Will allow Unity to automatically import assets.
static Boolean DirectoryMonitoring
Returns whether directory monitoring is enabled in Preferences.
static void ImportAll(ImportAssetOptions options=ImportAssetOptions.Default)
Scans for external file system modifications and updates the Database accordingly....
static void UpgradeAssetSerializationVersion([NotNull] IEnumerable< String > paths, ForceReserializeAssetsOptions options=ForceReserializeAssetsOptions.ReserializeAssetsAndMetadata)
Updates all native asset files to reflect any changes in serialization in the current editor version.
static Boolean Contains(Object instance)
Tests if the asset is in the database.
static void DisallowAutoRefresh()
Will stop Unity from automatically importing assets.
static void SaveAll()
Saves all unsaved (dirty) assets.
static void ReleaseFileHandles()
Releases any cached file handles that Unity holds.
Groups all asset database functionality.
static String[] ToStrings([NotNull] IEnumerable< Path > paths)
Converts an IEnumerable collection of Path instances to a string array.
Represents a relative path to an asset file or folder, typically under 'Assets' or 'Packages'.
Replacement implementation for Unity's massive AssetDatabase class with a cleaner interface and more ...