public void FilterVisibleObjects(float percentage, float psysPercent) { List <Renderer> visible1 = new List <Renderer>(); List <ParticleSystemRenderer> visible2 = new List <ParticleSystemRenderer>(); foreach (Renderer renderer in Object.FindObjectsOfType(typeof(Renderer)) as Renderer[]) { if (renderer.get_isVisible() && renderer.get_enabled() && this.IsEnvironmentObject(((Component)renderer).get_gameObject())) { if (renderer is ParticleSystemRenderer) { visible2.Add((ParticleSystemRenderer)renderer); } else { visible1.Add(renderer); } } } this.DoFilter <Renderer>(visible1, this.DisabledRenderers, GameUtil.Clamp(percentage, 0.0f, 1f)); this.DoFilter <ParticleSystemRenderer>(visible2, this.DisabledParticleSystems, GameUtil.Clamp(psysPercent, 0.0f, 1f)); }
public void FilterVisibleObjects(float percentage, float psysPercent) { List <Renderer> VisibleRenderers = new List <Renderer>(); List <ParticleSystemRenderer> VisiblePSysRenderers = new List <ParticleSystemRenderer>(); foreach (Renderer r in UnityEngine.Object.FindObjectsOfType(typeof(Renderer)) as Renderer[]) { if (r.isVisible && r.enabled && IsEnvironmentObject(r.gameObject)) { if (r is ParticleSystemRenderer) { VisiblePSysRenderers.Add((ParticleSystemRenderer)r); } else { VisibleRenderers.Add(r); } } } DoFilter <Renderer>(VisibleRenderers, DisabledRenderers, GameUtil.Clamp(percentage, 0.0f, 1.0f)); DoFilter <ParticleSystemRenderer>(VisiblePSysRenderers, DisabledParticleSystems, GameUtil.Clamp(psysPercent, 0.0f, 1.0f)); }