internal void Reset(bool areHandlesActive, FlattenModeType flattenAxis) { IsActive = areHandlesActive; ResetHandles(); if (IsActive && handleAxes.Length == handles.Count) { List <int> flattenedHandles = VisualUtils.GetFlattenedIndices(flattenAxis, handleAxes); if (flattenedHandles != null) { for (int i = 0; i < flattenedHandles.Count; ++i) { handles[flattenedHandles[i]].gameObject.SetActive(false); } } } }
internal void Reset(bool isVisible, FlattenModeType flattenAxis) { cachedFlattenAxis = flattenAxis; if (links != null) { for (int i = 0; i < links.Count; ++i) { links[i].transform.gameObject.SetActive(isVisible && config.ShowWireFrame); } List <int> flattenedHandles = VisualUtils.GetFlattenedIndices(cachedFlattenAxis, VisualUtils.EdgeAxisType); if (flattenedHandles != null) { for (int i = 0; i < flattenedHandles.Count; ++i) { links[flattenedHandles[i]].transform.gameObject.SetActive(false); } } } }