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using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using UnityEditor.Compilation;
#if UNITY_2018_3_OR_NEWER
using UnityEditor.Experimental.SceneManagement;
#endif
namespace UMotionEditor
{
public static class EditorVersionCompatibilityUtility
{
//********************************************************************************
// Public Properties
//********************************************************************************
//********************************************************************************
// Private Properties
//********************************************************************************
//----------------------
// Inspector
//----------------------
//----------------------
// Internal
//----------------------
//********************************************************************************
// Public Methods
//********************************************************************************
public static bool IsModelPrefab(GameObject gameObject)
{
#if UNITY_2018_3_OR_NEWER
return (PrefabUtility.GetPrefabAssetType(gameObject) == PrefabAssetType.Model);
#else
return (PrefabUtility.GetPrefabType(gameObject) == PrefabType.ModelPrefab);
#endif
}
public static bool IsPrefab(GameObject gameObject)
{
#if UNITY_2018_3_OR_NEWER
return (PrefabUtility.GetPrefabAssetType(gameObject) != PrefabAssetType.NotAPrefab);
#else
return (PrefabUtility.GetPrefabType(gameObject) != PrefabType.None);
#endif
}
public static bool IsInPrefabStage()
{
#if UNITY_2018_3_OR_NEWER
return (PrefabStageUtility.GetCurrentPrefabStage() != null);
#else
return false;
#endif
}
//********************************************************************************
// Private Methods
//********************************************************************************
}
}
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