private void OnSelectionChanged(object sender, SelectionChangedArgs e) { #if UNITY_EDITOR //Do something on selection changed (just syncronized with editor's hierarchy for demo purposes) UnityEditor.Selection.objects = e.NewItems.OfType <GameObject>().ToArray(); #endif }
private void OnSelectionChanged(object sender, SelectionChangedArgs e) { if (!Object.op_Inequality((Object)this.m_buttons, (Object)null)) { return; } this.m_buttons.SetActive(this.TreeView.SelectedItem != null); }
private void OnSelectionChanged(object sender, SelectionChangedArgs e) { #if UNITY_EDITOR //Do something on selection changed (just syncronized with editor's hierarchy for demo purposes) // UnityEditor.Selection.objects = e.NewItems.OfType<GameObject>().ToArray(); #endif if (m_buttons != null) { m_buttons.SetActive(TreeView.SelectedItem != null); } }
private void OnSelectionChanged(object sender, SelectionChangedArgs e) { }
private void OnSelectionChanged(object sender, SelectionChangedArgs e) { #if UNITY_EDITOR UnityEditor.Selection.objects = e.NewItems.OfType <GameObject>().ToArray(); #endif }