public void Rollback() { restoreStates(); if (mDelete) { DTLayerUtility.RemoveLayer(mTempLayerIndex); } }
public TempLayerGroup(string layerName, params GameObject[] gameObjects) { if (gameObjects != null) { mGameObjects = gameObjects; } backupStates(); mDelete = DTLayerUtility.HasLayer(layerName); mTempLayerIndex = DTLayerUtility.GetLayer(layerName, true); foreach (var o in mGameObjects) { o.layer = mTempLayerIndex; } }
public TempLayerGroup VisibleState(bool visible) { DTLayerUtility.SetLayerVisibility(mTempLayerIndex, visible); return(this); }
public TempLayerGroup LockState(bool locked) { DTLayerUtility.SetLayerLock(mTempLayerIndex, locked); return(this); }