public void SetLayerSnapDestination(int objectLayer, bool isSnapDestination)
 {
     if (isSnapDestination)
     {
         _snapDestinationLayers = LayerEx.SetLayerBit(_snapDestinationLayers, objectLayer);
     }
     else
     {
         _snapDestinationLayers = LayerEx.ClearLayerBit(_snapDestinationLayers, objectLayer);
     }
 }
 public void SetLayerTransformable(int objectLayer, bool isTransformable)
 {
     if (isTransformable)
     {
         _transformableLayers = LayerEx.SetLayerBit(_transformableLayers, objectLayer);
     }
     else
     {
         _transformableLayers = LayerEx.ClearLayerBit(_transformableLayers, objectLayer);
     }
 }
 public void SetObjectLayerSelectable(int objectLayer, bool isSelectable)
 {
     if (isSelectable)
     {
         _selectableLayers = LayerEx.SetLayerBit(_selectableLayers, objectLayer);
     }
     else
     {
         _selectableLayers = LayerEx.ClearLayerBit(_selectableLayers, objectLayer);
     }
 }
 public void SetObjectLayerDuplicatable(int objectLayer, bool isDuplicatable)
 {
     if (isDuplicatable)
     {
         _duplicatableLayers = LayerEx.SetLayerBit(_duplicatableLayers, objectLayer);
     }
     else
     {
         _duplicatableLayers = LayerEx.ClearLayerBit(_duplicatableLayers, objectLayer);
     }
 }
        /// <summary>
        /// Renders a layer mask field which can be used to mask/unmask different
        /// combinations of layers.
        /// </summary>
        public static int LayerMaskField(GUIContent content, int layerMask)
        {
            // Store all layer names for easy access
            List <string> allLayerNames = LayerEx.GetAllLayerNames();

            // We first need to build a mask that is mapped to each element in 'allLayerNames'.
            // A 0 bit indicates that the layer with the same index as the bit position is masked.
            int indexMask = 0;

            for (int layerNameIndex = 0; layerNameIndex < allLayerNames.Count; ++layerNameIndex)
            {
                // If the layer is set inside the layer mask, set the bit in the index mask also
                string layerName = allLayerNames[layerNameIndex];
                if (LayerEx.IsLayerBitSet(layerMask, LayerMask.NameToLayer(layerName)))
                {
                    indexMask |= (1 << layerNameIndex);
                }
            }

            // Now we need to show the mask field to the user and use the returned index mask
            // to rebuild the actual layer mask.
            int resultMask   = layerMask;
            int newIndexMask = EditorGUILayout.MaskField(content, indexMask, allLayerNames.ToArray());

            for (int layerNameIndex = 0; layerNameIndex < allLayerNames.Count; ++layerNameIndex)
            {
                // Sync the index mask with the layer mask
                string layerName = allLayerNames[layerNameIndex];
                if (((newIndexMask >> layerNameIndex) & 0x1) != 0)
                {
                    resultMask = LayerEx.SetLayerBit(resultMask, LayerMask.NameToLayer(layerName));
                }
                else
                {
                    resultMask = LayerEx.ClearLayerBit(resultMask, LayerMask.NameToLayer(layerName));
                }
            }

            return(resultMask);
        }