Ejemplo n.º 1
0
        /// <summary>
        /// Removes all attached colliders from the specified game object.
        /// </summary>
        public static void RemoveAllColliders(this GameObject gameObject)
        {
            // Loop through all colliders and destroy them
            Collider[] all3DColliders = gameObject.GetComponents <Collider>();
            foreach (Collider collider3D in all3DColliders)
            {
                // Destory collider
                #if UNITY_EDITOR
                RuntimeEditorApplication.DestroyImmediate(collider3D);
                #else
                RuntimeEditorApplication.Destroy(collider3D);
                #endif
            }

            Collider2D[] all2DColliders = gameObject.GetComponents <Collider2D>();
            foreach (Collider2D collider2D in all2DColliders)
            {
                // Destory collider
                #if UNITY_EDITOR
                RuntimeEditorApplication.DestroyImmediate(collider2D);
                #else
                RuntimeEditorApplication.Destroy(collider2D);
                #endif
            }
        }
 /// <summary>
 /// Attaches a collider to all scene objects using the specified collider
 /// attachment settings.
 /// </summary>
 /// <remarks>
 /// The method will remove any existing object colliders. Also, the method
 /// will attach colliders only to mesh, light and particle system objects.
 /// If an object has 2 or more of these components attached, the colliders
 /// will be attached in the following manner:
 ///     a) if the object has a mesh attached to it (i.e. a mesh filter with
 ///        a valid mesh or a skinned mesh renderer with a valid mesh), the
 ///        mesh collider attachement settings will be used;
 ///     b) if the object doesn't have a mesh, but it has a light component,
 ///        the light collider attachement settings will be used;
 ///     c) if the object doesn't have a light either, but it has a particle
 ///        system, the particle system collider attachment settings will be used.
 /// </remarks>
 public void AttachCollidersToAllSceneObjects(ObjectColliderAttachmentSettings colliderAttachmentSettings)
 {
     // Loop through all scene objects and attach colliders
     GameObject[] sceneObjects = RuntimeEditorApplication.FindObjectsOfType <GameObject>();
     foreach (GameObject gameObject in sceneObjects)
     {
         AttachColliderToGameObject(gameObject, colliderAttachmentSettings);
     }
 }
Ejemplo n.º 3
0
        /// <summary>
        /// Destroys all children of the specified game object.
        /// </summary>
        public static void DestroyAllChildren(this GameObject gameObject)
        {
            // Loop through all child transforms
            Transform objectTransform = gameObject.transform;

            Transform[] allChildTransforms = gameObject.GetComponentsInChildren <Transform>();
            foreach (Transform childTransform in allChildTransforms)
            {
                // Same as parent object?
                if (objectTransform == childTransform)
                {
                    continue;
                }

                // Destroy object
                #if UNITY_EDITOR
                RuntimeEditorApplication.DestroyImmediate(childTransform.gameObject);
                #else
                RuntimeEditorApplication.Destroy(childTransform.gameObject);
                #endif
            }
        }
 /// <summary>
 /// Called when the editor application object is selected in the scene view.
 /// </summary>
 protected virtual void OnEnable()
 {
     _editorApplication = target as RuntimeEditorApplication;
 }