static public FastList <T> SearchAllScenes <T>(bool searchInActiveGameObjects) where T : Component { var list = new FastList <T>(); #if !UNITY_5 FastList <GameObject> gos = GetAllRootGameObjects(); for (int i = 0; i < gos.Count; i++) { var result = SearchParent <T>(gos.items[i], searchInActiveGameObjects); list.AddRange(result); } #else list.items = GameObject.FindObjectsOfType <T>(); list.SetCount(list.items.Length); if (!searchInActiveGameObjects) { for (int i = 0; i < list.Count; i++) { if (!list.items[i].gameObject.activeInHierarchy) { list.RemoveAt(i--); } } } #endif return(list); }
// Token: 0x060025A0 RID: 9632 RVA: 0x000BC028 File Offset: 0x000BA228 public static FastList<GameObject> GetAllRootGameObjects() { FastList<GameObject> fastList = new FastList<GameObject>(); for (int i = 0; i < SceneManager.sceneCount; i++) { fastList.AddRange(SceneManager.GetSceneAt(i).GetRootGameObjects()); } return fastList; }
static public FastList <GameObject> GetAllRootGameObjects() { FastList <GameObject> list = new FastList <GameObject>(); for (int i = 0; i < UnityEngine.SceneManagement.SceneManager.sceneCount; i++) { list.AddRange(UnityEngine.SceneManagement.SceneManager.GetSceneAt(i).GetRootGameObjects()); } return(list); }
// Token: 0x060025A2 RID: 9634 RVA: 0x000BC0E4 File Offset: 0x000BA2E4 public static T[] SearchScene<T>(Scene scene, bool searchInActiveGameObjects) where T : Component { GameObject[] rootGameObjects = scene.GetRootGameObjects(); FastList<T> fastList = new FastList<T>(); foreach (GameObject parentGO in rootGameObjects) { fastList.AddRange(Methods.SearchParent<T>(parentGO, searchInActiveGameObjects)); } return fastList.ToArray(); }
// Token: 0x060025A3 RID: 9635 RVA: 0x000BC124 File Offset: 0x000BA324 public static FastList<T> SearchAllScenes<T>(bool searchInActiveGameObjects) where T : Component { FastList<T> fastList = new FastList<T>(); FastList<GameObject> allRootGameObjects = Methods.GetAllRootGameObjects(); for (int i = 0; i < allRootGameObjects.Count; i++) { T[] arrayItems = Methods.SearchParent<T>(allRootGameObjects.items[i], searchInActiveGameObjects); fastList.AddRange(arrayItems); } return fastList; }
static public T[] SearchScene <T>(UnityEngine.SceneManagement.Scene scene, bool searchInActiveGameObjects) where T : Component { var gos = scene.GetRootGameObjects(); var list = new FastList <T>(); foreach (var go in gos) { list.AddRange(SearchParent <T>(go, searchInActiveGameObjects)); } return(list.ToArray()); }
static public FastList <T> SearchAllScenes <T>(bool searchInActiveGameObjects) where T : Component { var list = new FastList <T>(); FastList <GameObject> gos = GetAllRootGameObjects(); for (int i = 0; i < gos.Count; i++) { var result = SearchParent <T>(gos.items[i], searchInActiveGameObjects); list.AddRange(result); } return(list); }
static public void SelectChildrenWithMeshRenderer(GameObject[] parentGOs) { #if UNITY_EDITOR FastList <MeshRenderer> mrList = new FastList <MeshRenderer>(1024); for (int i = 0; i < parentGOs.Length; i++) { MeshRenderer[] mrs = parentGOs[i].GetComponentsInChildren <MeshRenderer>(); mrList.AddRange(mrs); } GameObject[] gos = new GameObject[mrList.Count]; for (int i = 0; i < mrList.Count; i++) { gos[i] = mrList.items[i].gameObject; } UnityEditor.Selection.objects = gos; #endif }