private static RepaintAllSceneViews ( ) : void | ||
Résultat | void |
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; }
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; }
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; }