RepaintAllSceneViews() private static method

private static RepaintAllSceneViews ( ) : void
return void
Ejemplo n.º 1
0
        private void DoSpecialLayer(Rect rect, bool all, ref bool even)
        {
            bool visible = (Tools.visibleLayers & this.m_AllLayersMask) == (!all ? 0 : this.m_AllLayersMask);
            bool visibleChanged;
            bool lockedChanged;

            this.DoLayerEntry(rect, !all ? "Nothing" : "Everything", even, true, false, visible, false, out visibleChanged, out lockedChanged);
            if (visibleChanged)
            {
                Tools.visibleLayers = !all ? 0 : -1;
                LayerVisibilityWindow.RepaintAllSceneViews();
            }
            even = !even;
        }
Ejemplo n.º 2
0
        private void DoSpecialLayer(Rect rect, bool all, ref bool even)
        {
            int  visibleLayers = Tools.visibleLayers;
            int  num           = (!all) ? 0 : this.m_AllLayersMask;
            bool visible       = (visibleLayers & this.m_AllLayersMask) == num;
            bool flag;
            bool flag2;

            this.DoLayerEntry(rect, (!all) ? "Nothing" : "Everything", even, true, false, visible, false, out flag, out flag2);
            if (flag)
            {
                Tools.visibleLayers = ((!all) ? 0 : -1);
                LayerVisibilityWindow.RepaintAllSceneViews();
            }
            even = !even;
        }
Ejemplo n.º 3
0
        private void DoOneLayer(Rect rect, int index, ref bool even)
        {
            int  visibleLayers = Tools.visibleLayers;
            int  lockedLayers  = Tools.lockedLayers;
            int  num           = 1 << this.s_LayerMasks[index];
            bool visible       = (visibleLayers & num) != 0;
            bool locked        = (lockedLayers & num) != 0;
            bool flag;
            bool flag2;

            this.DoLayerEntry(rect, this.s_LayerNames[index], even, true, true, visible, locked, out flag, out flag2);
            if (flag)
            {
                Tools.visibleLayers ^= num;
                LayerVisibilityWindow.RepaintAllSceneViews();
            }
            if (flag2)
            {
                Tools.lockedLayers ^= num;
            }
            even = !even;
        }