Esempio n. 1
0
    void LateUpdate()
    {
#if UNITY_EDITOR
        if (gameObject.isStatic && Application.isEditor && !Application.isPlaying)
        {
            BoundsUpdateMode = BoundsUpdateModes.Static;
        }
#endif

        // In the Editor, we're always dynamic, all the time, because
        // users modify static objects constantly.
        if (
#if UNITY_4_0
            BoundsUpdateMode != BoundsUpdateModes.Static
#else
            BoundsUpdateMode != BoundsUpdateModes.Static && (BoundsUpdateMode == BoundsUpdateModes.Always || transform.hasChanged)
#endif
#if UNITY_EDITOR
            || (Application.isEditor && !Application.isPlaying)
#endif
            )
        {
            _UpdateChildren();
            if (!isSector && !neverJoin)
            {
                _UpdateSectorMembership();
            }
            lastPosition = transform.position;
#if !UNITY_4
            transform.hasChanged = false;
#endif
        }
    }
Esempio n. 2
0
	void LateUpdate()
	{
#if UNITY_EDITOR
		if(gameObject.isStatic && Application.isEditor && !Application.isPlaying)
		{
			BoundsUpdateMode = BoundsUpdateModes.Static;
		}
#endif

		// In the Editor, we're always dynamic, all the time, because
		// users modify static objects constantly.
		if(
#if UNITY_4_0
		BoundsUpdateMode != BoundsUpdateModes.Static
#else
		BoundsUpdateMode != BoundsUpdateModes.Static && (BoundsUpdateMode == BoundsUpdateModes.Always || transform.hasChanged)
#endif
#if UNITY_EDITOR
		|| (Application.isEditor && !Application.isPlaying)
#endif
		)
		{
			_UpdateChildren();
			if(!isSector && !neverJoin)
			{			
				_UpdateSectorMembership();
			}
			lastPosition = transform.position;
		}
	}