void setRotationGizmoVisible(visibleRotation visibleRotation) { Transform xGizmo = init.rotationGizmos.transform.Find("xRotationGizmo"); Transform yGizmo = init.rotationGizmos.transform.Find("yRotationGizmo"); Transform zGizmo = init.rotationGizmos.transform.Find("zRotationGizmo"); transforms.Add(xGizmo); transforms.Add(yGizmo); transforms.Add(zGizmo); switch (visibleRotation) { case visibleRotation.X: for (int i = 0; i < transforms.Count; i++) { transforms[i].gameObject.SetActive(false); } transforms[0].gameObject.SetActive(true); break; case visibleRotation.Y: for (int i = 0; i < transforms.Count; i++) { transforms[i].gameObject.SetActive(false); } transforms[1].gameObject.SetActive(true); break; case visibleRotation.Z: for (int i = 0; i < transforms.Count; i++) { transforms[i].gameObject.SetActive(false); } transforms[2].gameObject.SetActive(true); break; case visibleRotation.NONE: for (int i = 0; i < transforms.Count; i++) { transforms[i].gameObject.SetActive(false); } break; case visibleRotation.ALL: for (int i = 0; i < transforms.Count; i++) { transforms[i].gameObject.SetActive(true); } break; } }
void setRotationGizmoVisible(visibleRotation visibleRotation) { Transform xGizmo = _rotationGizmos.transform.Find("x" + rotationGizmo); Transform yGizmo = _rotationGizmos.transform.Find("y" + rotationGizmo); Transform zGizmo = _rotationGizmos.transform.Find("z" + rotationGizmo); rotationAxis.Add(xGizmo); rotationAxis.Add(yGizmo); rotationAxis.Add(zGizmo); for (int i = 0; i < rotationAxis.Count; i++) { rotationAxis[i].gameObject.SetActive(false); } switch (visibleRotation) { case visibleRotation.X: rotationAxis[0].gameObject.SetActive(true); setAxisColliderActive("x", true); break; case visibleRotation.Y: rotationAxis[1].gameObject.SetActive(true); setAxisColliderActive("y", true); break; case visibleRotation.Z: rotationAxis[2].gameObject.SetActive(true); setAxisColliderActive("z", true); break; case visibleRotation.ALL: for (int i = 0; i < rotationAxis.Count; i++) { rotationAxis[i].gameObject.SetActive(true); } break; } }