Ejemplo n.º 1
0
 public static void SetSelectionState(GameObject[] objs, EditorSelectedRenderState state)
 {
     for (int i = 0; i < objs.Length; i++)
     {
         SetSelectionState(objs[i], state);
     }
 }
Ejemplo n.º 2
0
        public static void SetSelectionState(GameObject obj, EditorSelectedRenderState state)
        {
            Renderer[] renderers = obj.GetComponentsInChildren <Renderer>();

            for (int i = 0; i < renderers.Length; i++)
            {
                EditorUtility.SetSelectedRenderState(renderers[i], state);
            }
        }
    void SetChildrenRenderState(EditorSelectedRenderState state)
    {
        var children = surface.GetComponentsInChildren <Renderer>();

        for (int i = 0; i < children.Length; i++)
        {
            EditorUtility.SetSelectedRenderState(children[i], state);
        }
        SceneView.RepaintAll();
    }
Ejemplo n.º 4
0
 private void SetSelectionState(Rect rect, EditorSelectedRenderState state)
 {
     for (int x = (int)rect.xMin; x < (int)rect.xMax; x++)
     {
         for (int y = (int)rect.yMin; y < (int)rect.yMax; y++)
         {
             GameObject tile = tilemap.GetTileInstance(x, y);
             if (tile != null)
             {
                 TilemapEditorUtils.SetSelectionState(tile, state);
             }
         }
     }
 }
Ejemplo n.º 5
0
        private void SetGridBlockSelectionStyle(EditorSelectedRenderState renderState)
        {
            if (_grid == null)
            {
                return;
            }

            for (int i = 0; i < _grid.Columns; i++)
            {
                for (int j = 0; j < _grid.Rows; j++)
                {
                    EditorUtility.SetSelectedRenderState(_grid[i, j].GetComponent <Renderer>(), renderState);
                }
            }
        }
        /// <summary>
        /// Hide the default unity wireframe renderer
        /// </summary>
        void SetOverrideWireframe(bool overrideWireframe)
        {
            const EditorSelectedRenderState k_DefaultSelectedRenderState = EditorSelectedRenderState.Highlight | EditorSelectedRenderState.Wireframe;

            foreach (var mesh in Selection.transforms.GetComponents <ProBuilderMesh>())
            {
                // Disable Wireframe for meshes when ProBuilder is active
                EditorUtility.SetSelectionRenderState(
                    mesh.renderer,
                    overrideWireframe
                        ? k_DefaultSelectedRenderState & ~(EditorSelectedRenderState.Wireframe)
                        : k_DefaultSelectedRenderState);
            }

            SceneView.RepaintAll();
        }
Ejemplo n.º 7
0
 /// <summary>
 /// Set the selected render state for an object. In Unity 5.4 and lower, this just toggles wireframe on or off.
 /// </summary>
 /// <param name="renderer"></param>
 /// <param name="state"></param>
 internal static void SetSelectionRenderState(Renderer renderer, EditorSelectedRenderState state)
 {
     UnityEditor.EditorUtility.SetSelectedRenderState(renderer, state);
 }
 public static extern void SetSelectedRenderState(Renderer renderer, EditorSelectedRenderState renderState);
Ejemplo n.º 9
0
 public static extern void SetSelectedRenderState(Renderer renderer, EditorSelectedRenderState renderState);