Esempio n. 1
0
        public static z_SelectionRenderState GetSelectionRenderState()
        {
                        #if UNITY_5_3 || UNITY_5_4
            return(z_SelectionRenderState.Wireframe);
                        #else
            bool wireframe = false, outline = false;

            try {
                wireframe = (bool)z_ReflectionUtil.GetValue(null, "UnityEditor.AnnotationUtility", "showSelectionWire");
                outline   = (bool)z_ReflectionUtil.GetValue(null, "UnityEditor.AnnotationUtility", "showSelectionOutline");
            } catch {
                Debug.LogWarning("Looks like Unity changed the AnnotationUtility \"showSelectionOutline\"\nPlease email [email protected] and let Karl know!");
            }

            z_SelectionRenderState state = z_SelectionRenderState.None;

            if (wireframe)
            {
                state |= z_SelectionRenderState.Wireframe;
            }
            if (outline)
            {
                state |= z_SelectionRenderState.Outline;
            }

            return(state);
                        #endif
        }
Esempio n. 2
0
 /**
  *	Set the selected render state for an object.  In Unity 5.4 and lower, this just toggles wireframe
  *	on or off.
  */
 public static void SetSelectionRenderState(Renderer renderer, z_SelectionRenderState state)
 {
                 #if UNITY_5_3 || UNITY_5_4
     EditorUtility.SetSelectedWireframeHidden(renderer, state == 0);
                 #else
     EditorUtility.SetSelectedRenderState(renderer, (EditorSelectedRenderState)state);
                 #endif
 }