/// <summary> /// Records the current state of the provided scene object header, and generates a diff with the next state at the /// end of the frame. If change is detected an undo operation will be recorded. Generally you want to call this /// just before you are about to make a change to the scene object header. /// /// Note this will not record the entire scene object, but rather just its name, transform, active state and /// potentially other similar properties. It's components as well as hierarchy state are ignored. /// </summary> /// <param name="objs">Scene objects to record the state of.</param> public static void RecordSceneObjectHeader(SceneObject[] objs) { SceneObjectHeaderToRecord so = new SceneObjectHeaderToRecord(objs, null); sceneObjectHeaders.Add(so); }
/// <summary> /// Records the current state of the provided scene object header, and generates a diff with the next state at the /// end of the frame. If change is detected an undo operation will be recorded. Generally you want to call this /// just before you are about to make a change to the scene object header. /// /// Note this will not record the entire scene object, but rather just its name, transform, active state and /// potentially other similar properties. It's components as well as hierarchy state are ignored. /// </summary> /// <param name="obj">Scene object to record the state of.</param> /// <param name="fieldName"> /// Name to the field which should be focused when performing the undo/redo operation. /// </param> public static void RecordSceneObjectHeader(SceneObject obj, string fieldName) { SceneObjectHeaderToRecord so = new SceneObjectHeaderToRecord(obj, fieldName); sceneObjectHeaders.Add(so); }